Full-Featured Free License Available

Switching from Mari to InstaMAT?
Go beyond hero-asset painting.

InstaMAT delivers the high-quality 3D painting and texturing workflows artists expect, then adds true procedural material authoring, scalable asset-class texturing, geometry processing, and production automation in one platform.

Abstract is trusted by world-class companies
Activision Capcom Polyphony Digital Daimler Accenture Song Volvo Ubisoft Kakao WB Games

InstaMAT vs. Mari

Mari is built for high-resolution painting and complex hero assets. InstaMAT keeps the artist-facing texturing workflow, then adds a true multi-step procedural authoring system, reusable project hierarchies, geometry processing, and production-scale automation.

Feature Mari InstaMATInstaMAT
Painting & Scalable Texturing
3D Asset Painting ✓ Available ✓ Available
2D / UV Painting ✓ Available ✓ Available
Layer-Based Asset Texturing ✓ Available ✓ Available
Procedural Generators, Filters and Masks ✓ Available ✓ Available
Reusable Smart Layer Stacks ~ Materials / Node Packages ✓ Prefab Layer Materials
UDIM / Multi-Tile Painting ✓ Available ✓ Available
Layer References ✗ Missing ✓ Available
Project References? ✗ Impossible ✓ Available
Unified Material Workflow? ✗ Missing ✓ Available
Mesh Baking ✓ Available ✓ Available
Custom Filters, Effects and Brushes ✓ Available ✓ Available
Maximum Render/Export Resolution 32k 16k
Texture Entire Asset Classes with a Single Project ✗ Impossible ✓ Designed for scalable asset texturing
Use Texturing Project in Node-Based Project? ✗ Impossible ✓ Available
Topology / UV-Resilient Painting and Masks ~ Fragile ✓ Available
Built-in Material Library ~ Limited ✓ More than 1000 AAA Materials
Material Authoring
Node-Based Procedural Material Authoring ✗ Missing ✓ Built into InstaMATInstaMAT Studio
Layer-Based Procedural Material Authoring ✗ Missing ✓ Built into InstaMATInstaMAT Studio
Parameterized, Non-Destructive Graphs ✗ Missing ✓ Available
Procedural Geometry Authoring ✗ Missing ✓ Available (Mesh Boolean, Voxelization etc.)
Looping Material Graphs ✗ Missing ✓ Available via nPass Element Graph
Image-to-PBR Material Creation ✗ Missing ✓ Available
Pipeline & Integration
CI/CD Batch Asset Processing ~ Python Execute Mode ✓ InstaMATInstaMAT Pipeline
C++ SDK ~ C API ✓ Available
DCC & Game-Engine Integrations ✓ Available ✓ Available
Execute and Render Projects in the Cloud ✗ Impossible ✓ Available via PolyversePolyverse
Platforms
Available on Windows ✓ Available ✓ Available
Available on macOS ✗ Deprecated ✓ Available
Available on Linux ✓ Available ✓ Available
Licensing Options
Full-Featured Free Tier? ✗ No ✓ Available
Commercial Use on Free Tier? ✗ No ✓ Yes, subject to Pioneer eligibility & attribution
Individuals Seat License? ~ $86/mo per seat ✓ $8/mo per seat
Individuals Perpetual Seat License? ✗ No ✓ $489 per seat
Pro Seat License ~ $1,289/yr per seat ✓ $432/yr per seat
Pro Perpetual Seat License ✗ No ✓ $989 per seat
Indie Game/Project License? ✗ No ✓ $320/mo per 10 seats
AAA Game/Project License ✗ No ✓ $3333/mo per 150 seats
Enterprise License ✓ Available ✓ Available
Offline License ✗ No ✓ Available

Hero-asset quality. Production-scale systems.

Keep high-quality hands-on texturing, then turn the result into reusable procedural systems that can scale across assets, projects, and automated pipelines.

Painting + True Procedural Authoring

Mari's Node Graph manages texturing layers, channels, shaders and procedural effects. InstaMAT goes further with Element Graphs designed to execute complete multi-step material, texturing, mesh and asset-processing workflows.

Explore Element Graphs

Scale Beyond the Hero Asset

Use prefab layer materials, project references and procedural controls to build texturing systems that can specialize across whole classes of assets instead of remaining isolated inside individual hero-asset projects.

Build Project Hierarchies

Reference one InstaMAT texturing project from another with live updates from the source, then specialize and customize downstream projects for different assets and variants.

Materials Meet Geometry

Element Graphs can process images, meshes and point clouds together, enabling optimization, UV workflows, baking, procedural geometry and texturing inside one executable graph.

Explore Element Graphs

From Artist Tool to CI/CD

Build workflows in Studio, then execute them at scale through InstaMAT Pipeline or integrate the same technology directly with the C++ SDK.

Explore the Pipeline

Licensing Built to Scale

Start with a full-featured Pioneer license if eligible, move to low-cost Indie or Pro plans, choose perpetual licenses, or license entire game productions and enterprise pipelines.

See InstaMAT pricing

InstaMAT is an incredibly powerful software package and we're excited to use it at Polyphony Digital for Gran Turismo. InstaMAT helps us streamline our processes and make our team even more effective.

Takahito Tejima, Tools Programmer · Polyphony Digital Inc.

InstaMAT has set out to become nothing less than the holy grail of the material and texture pipeline. To that end, it combines a layer-based painting system with a scalable node-based material and asset editor, adds a mix of innovative features, and builds on InstaLOD's mesh-processing DNA.

· Digital Production Magazine

Move beyond Mari in 4 practical steps

Start with one representative hero asset, preserve the texturing quality your artists care about, then use InstaMAT to turn that work into a reusable and automated production system.

01

Get InstaMAT Studio

Start with the full-featured Pioneer license if you qualify, or evaluate InstaMAT on Windows, macOS, or Linux.

Get InstaMAT
02

Rebuild One Hero Asset

Bring in a representative production mesh and recreate its important materials, layers, masks, projections and painted details in InstaMAT Studio.

Explore InstaMAT Studio
03

Turn the Look into a Reusable System

Move reusable looks into prefab layer materials and project references, then expose procedural controls so related assets can inherit and specialize the same texturing system.

Learn Smart Prefab Layers
04

Scale It Through the Pipeline

Put the texturing project into an Element Graph, add optimization, UV unwrapping, baking and exports, then execute the complete workflow with InstaMAT Pipeline and the SDK.

Explore the Pipeline

Ready to move beyond hero-asset texturing?

Keep high-quality 3D painting. Add true procedural authoring, reusable project hierarchies, geometry processing, scalable asset texturing and production automation in one platform.

Competitive Landscape

Nobody else has the full stack.

Adobe
Microsoft
Autodesk
Epic Games
Unity
3D Optimization / LOD
—
Simplygon
—
In-engine only
In-engine only
CAD → 3D Pipeline
—
—
Partial
In-engine only
PixyzPlugin
Material Authoring
Substance Designer
—
Limited
—
—
Asset Texturing
Substance Painter
—
—
—
—
Collaboration
—
—
—
—
—
Asset Management
Limited
—
Partial
—
Engine specific
Delivery Management
Workfront
—
Flow
—
—
3D Reconstruction
—
—
ReCap
RealityScan
—
Free Tier / Pioneer
Yes
No
No
No
Engine only
Engine only
Full End-to-End Platform
—
—
—
—
—
0
The Advantage

Your competitors are still assembling their pipeline. You're already shipping.

Everyone else is stitching together six different vendors, wrestling with format conversions, and praying the handoffs don't break. Abstract is the only platform where optimization, materials, collaboration, and delivery were built as one system from day one.

No glue code. No integration nightmares. Just a pipeline that actually works.