Lumion's AI Material Generator handles flooring materials well. Architects and interior designers working in Lumion can generate marble, hardwood, tile, carpet, and concrete floor textures directly within the renderer — no external tool required. The problem is that output stays inside Lumion. There is no export path to a standard PBR map set that works in Blender, Unreal Engine, Unity, or any other renderer.
For 3D artists who need AI-generated flooring PBR materials that travel across tools, Grix is the cross-platform alternative. This guide covers Lumion's flooring capabilities, where they end, and how to generate equivalent floor materials as portable PBR map sets.
Lumion's Flooring Material Capabilities
Lumion includes flooring as a primary preset category in its AI Material Generator. The system handles a range of floor surface types: polished marble, wood parquet, ceramic tile, natural stone tile, poured concrete, carpet, vinyl plank, and composite flooring. Users provide a photo of a physical flooring sample or a reference image and receive a Lumion-native material with AI-generated PBR map inference.
The quality for archviz purposes is solid. Lumion's flooring materials integrate tightly with its lighting system, and the workflow for replacing or updating floor materials in a scene is fast. For architects delivering photorealistic renders in Lumion, the native material system covers most flooring cases without leaving the application.
The limitation is portability. Lumion materials are not standard PBR map files. They cannot be exported as basecolor, normal, roughness, metalness, and height PNGs for use in other renderers. If the same flooring material is needed in a Blender scene, a Unity architectural visualization, or an Unreal Engine environment, the Lumion workflow offers no usable path.
Generating Flooring PBR Maps with Grix
Grix generates floor surface materials as a five-map tileable PBR set from text descriptions. Enter a flooring material description, receive a ZIP with basecolor, normal, roughness, metalness, and height maps in approximately 25 seconds. Maps tile seamlessly and import directly into Blender, Unreal Engine, Unity, Godot, and any other renderer that accepts standard PBR textures.
The free trial at grixai.com/try requires no account. Paid plans start at $8/month. See grixai.com/pricing for volume details.
Flooring Prompt Examples
Grix responds well to specific flooring vocabulary. Useful prompt structures for common floor types:
Marble: "polished white Carrara marble, grey veining, high gloss finish, 0.05 roughness" — produces the characteristic near-mirror reflectivity of polished stone. "honed travertine marble, cream tones, matte finish, 0.5 roughness, subtle pore detail" — for the softer look of honed stone.
Hardwood: "wide plank engineered oak, natural grain, lightly oiled finish, warm brown tones, 0.4 roughness" — a common residential specification. "reclaimed distressed pine flooring, aged grey tones, visible nail holes and saw marks, 0.7 roughness" — for heritage or rustic contexts.
Ceramic and Porcelain Tile: "large format porcelain tile, cool light grey, subtle surface texture, semi-gloss, 0.15 roughness" — the most common contemporary specification for commercial and residential interiors. "terracotta floor tile, warm orange-red, slightly uneven handmade surface, 0.6 roughness" — for Mediterranean or heritage design contexts.
Concrete: "polished concrete floor, medium grey, surface aggregate visible, sealed finish, 0.25 roughness" — for industrial and contemporary residential interiors. "micro-cement floor, seamless dark charcoal, ultra-smooth, 0.1 roughness" — for the increasingly common micro-cement specification.
Carpet: "commercial loop pile carpet, medium grey, tight weave, synthetic fiber, 0.9 roughness" — for office interiors. "residential cut pile carpet, warm beige, soft texture, 0.85 roughness" — for residential contexts.
Vinyl and LVT: "luxury vinyl tile, pale oak wood pattern, embossed surface texture, matte finish, 0.55 roughness" — for the wood-look LVT specification increasingly common in commercial interiors.
UV Scale Settings for Flooring
Flooring materials require correct UV tiling to read as the right physical scale in a renderer. A floor tile generated at 1K resolution typically represents a 1m x 1m real-world area — adjust UV tiling to match the actual tile size in your scene.
For large-format porcelain tile (600mm x 600mm or 800mm x 800mm): set UV tiling so each tile maps to 0.6m x 0.6m or 0.8m x 0.8m in world space. In Blender, use a Mapping node set to Texture coordinates with the appropriate scale values. In Unreal Engine, adjust the UV tiling multiplier in the material to achieve the correct apparent grout line spacing.
For hardwood planks: a standard plank width of 120-190mm means 5-8 plank widths per meter. Set UV tiling so the generated wood grain reads at the correct plank width for the specification. Wide plank flooring (200mm+) tiles less frequently.
For marble: large-format marble slabs typically run 1200mm x 600mm or 600mm x 600mm. At these scales, the generated veining pattern should repeat infrequently — UV tiling of 0.5-1.0 per meter is typical for slab marble, versus 2.0-4.0 per meter for smaller tile formats.
Blender Import Notes for Floor Materials
In Blender, flooring materials from Grix connect to Principled BSDF as standard. Set the normal map node to Non-Color color space and connect through a Normal Map node in Tangent Space mode. For polished stone and glazed ceramic tile, roughness values will be low (0.05-0.2) — the roughness map encodes this correctly from the generation prompt.
For Cycles displacement on floor materials: connect the height map to a Displacement node and enable True Displacement in material settings. Displacement scale for flooring should be subtle — polished marble warrants 0.001-0.003m, textured terracotta tile 0.003-0.008m, rough stone 0.005-0.015m. Enable adaptive subdivision for best results on floor planes with displacement.
Unreal Engine 5 Import Notes
Import the five PNG maps as Texture assets. Flip the green channel on the normal map at import (DX convention — set Flip Green Channel in Texture Import Settings). Set normal map compression to Normalmap (DXT5/BC5). Connect maps to a Material as standard: BaseColor, Normal, Roughness, Metallic, Height inputs. For polished marble with sub-centimeter roughness, the Roughness map will be near-black — verify the visual result in the viewport against a calibrated light source.
For Nanite-enabled floor meshes: floor displacement via World Displacement requires tessellation settings. For architectural visualization floors where close-camera quality matters, displacement scale of 0.001-0.005 world units is appropriate for most polished and tile floor types.
Unity Import Notes
For Unity URP: import maps as Texture2D assets. For the normal map, enable the Texture Type: Normal map setting at import. Invert or remap roughness to smoothness for URP Lit (smoothness = 1 - roughness). Metalness map will be near-zero for all flooring material types except metal flooring. Connect through a Lit or Custom Lit material shader.
Frequently Asked Questions
Can Lumion export flooring materials as PBR maps?
Lumion does not provide a standard PBR map export path for materials generated within its system. Materials are Lumion-native and are not transferable to other renderers as standard basecolor, normal, roughness, metalness, and height PNG files. For portable flooring PBR maps, generate them independently using a cross-platform tool like Grix.
What flooring types does Grix support?
Grix generates flooring materials from text descriptions, so the range is as broad as what can be described in text. Common floor types include marble, travertine, hardwood, engineered wood, reclaimed timber, ceramic tile, porcelain tile, terracotta, concrete, micro-cement, carpet, vinyl, and stone in all common finishes (polished, honed, brushed, sanded, matte, semi-gloss, high gloss). Try the free trial at grixai.com/try to evaluate prompt response for a specific flooring specification.
How do I get the grout lines in a tile floor material?
Include grout detail in your Grix prompt: "300mm square ceramic tile, white with light grey grout lines, 3mm grout width, semi-gloss, 0.2 roughness." The generated normal map will encode the grout channel depth as a surface feature. For very precise grout width control, a procedural approach in the renderer (Blender's node-based grout pattern over an AI-generated tile surface) may give finer control than prompt-driven generation alone.
What is the correct UV tiling scale for floor materials in Blender?
Match UV tiling to the real-world tile size. For 600mm x 600mm tile: set UV scale so 1 UV unit = 0.6m in world space. Use a Texture Coordinate node set to Object and a Mapping node to adjust scale. For hardwood planks, scale so each plank width (120-190mm typically) represents the correct physical dimension. Start with tiling that matches the physical specification and adjust based on the visual result in the viewport.
Does Grix work for archviz flooring materials?
Yes. Architectural visualization is a primary use case — marble, stone tile, hardwood, concrete, and ceramic flooring are all well-supported material categories. The free trial at grixai.com/try requires no account and delivers full-resolution maps for evaluation. For high-volume archviz material production, see grixai.com/pricing.