Pull a captured mesh from NVIDIA RTX Remix into a paint-ready InstaMAT project, paint your PBR material, and push the finished textures straight back — one click each way.
InstaMAT2Remix is a C++/Qt6 plugin for InstaMAT Studio that bridges it with the NVIDIA RTX Remix Toolkit. It is the InstaMAT counterpart of the Substance2Remix plugin for Adobe Substance Painter, and behaves 1:1 with it. Rendering happens in a separate helper process, so a Push can never crash Studio.
⚠️ Early alpha (v0.0.2-alpha). It works, but expect rough edges and bugs. If something misbehaves, please open an issue with your Diagnostics → Copy to Clipboard output. Feedback is very welcome.
- Pull From Remix — resolves your current Remix selection and automatically creates a linked InstaMAT project from the mesh. Zero prompts. Optional simple tiling-plane substitute and optional Blender Smart-UV auto-unwrap.
- Import Textures from Remix — downloads the linked material's current
textures (DDS→PNG via bundled
texconv, canonical names) for reference/reuse. - Push To Remix — auto-saves, renders your painted PBR outputs at the resolution you baked the project at, ingests them through Remix's ingestcraft pipeline, retargets the material, and saves the layer.
- Force Push to Remix — relinks to whatever is selected in Remix now and writes under a fresh, non-overwriting filename root.
- Out-of-process render worker (
InstaMAT2RemixExport.exe) isolates rendering so it can never take down InstaMAT Studio. - Settings (5 tabs), a one-click Diagnostics health report with copy-to-clipboard, and persistent file logging.
| Component | Requirement | Notes |
|---|---|---|
| OS | Windows 10/11 x64 | |
| InstaMAT Studio | 3.x, activated | Push renders through the same license |
| RTX Remix Toolkit | REST API on http://localhost:8011, a project open |
default host/port |
| Blender | 3.6+ (optional) | auto-UV-unwrap on Pull; set path in Settings > Paths |
| Bundled | texconv, InstaMAT2RemixExport.exe, Qt runtime, MSVC runtime | shipped in the zip — nothing else to install |
- Download the latest
InstaMAT2Remix-v*-win64.zipfrom Releases and unzip it. - Close InstaMAT Studio if it's running.
- Run the installer:
powershell -ExecutionPolicy Bypass -File .\install.ps1 - Start RTX Remix Toolkit (with a project open), then InstaMAT Studio.
- An RTX Remix Connector menu appears in Studio's menu bar.
The zip is self-contained (Qt runtime, texconv, the render helper, and the
MSVC runtime are all included). The in-zip README.md has the full walkthrough
plus a manual, no-script install path. To remove the plugin later, run
uninstall.ps1.
| Menu action | What it does |
|---|---|
| Pull From Remix | Reads your Remix selection, resolves its mesh + material, and auto-creates a linked InstaMAT project — choose Asset Texturing (default), Element Graph, or Materialize Image (the material's Remix texture is downloaded and loaded as the source image). "Remember my choice" restores zero-prompt pulls. |
| Import Textures from Remix | Downloads the linked material's textures (DDS→PNG, canonical names) into Documents\InstaMAT2Remix\Pulled Textures\<project>\, registers the folder, and opens Explorer. Drag each map onto the matching channel. |
| Push To Remix | Auto-saves → renders PBR outputs at the baked resolution → ingests → retargets the linked material → saves the Remix layer. Pushes every texture type Remix supports — incl. subsurface scattering (transmittance/thickness/single-scattering/radius) and anisotropy; opacity is merged into albedo's alpha; glass materials get only their supported channels. Renders out-of-process. |
| Force Push to Remix | Like Push, but relinks to the currently selected Remix material and writes under a fresh, non-overwriting filename root. |
| Settings… | Connection / Paths / Pull / Export / Advanced. |
| Diagnostics… | One-click health report (versions, path checks, link state, live connectivity), Copy to Clipboard. |
| About… | Plugin name, version, and repository link. |
- In Remix Toolkit, select the mesh (or its material) you want to retexture.
- RTX Remix Connector > Pull From Remix — an InstaMAT project opens with the mesh loaded.
- Paint / drag library materials onto it. Set your bake resolution (e.g. 4K) for a high-res push.
- RTX Remix Connector > Push To Remix — Push saves, renders at the baked resolution, and updates the material in Remix.
- Intermittent 1×1 render collapse under GPU load. The InstaMAT standalone renderer occasionally emits a 1×1 map for some channels, especially when another GPU-heavy app is running. The plugin automatically retries with fresh worker processes; if none renders clean it stops the push and leaves your Remix textures untouched — close other GPU apps (reboot if it persists) and Push again.
- Single selected mesh only. Multi-mesh material-group bundling on Pull (present in Substance2Remix) is not yet ported.
- Import is reference-only. InstaMAT's plugin SDK has no API to auto-assign textures into an open project, so imported maps must be dragged onto their channels manually.
- Element Graph pushes read your graph output parameters — name them after PBR channels (Base Color, Roughness, Normal, …). A single generically-named image output is pushed as Base Color with a note.
- Live in-Studio smoke (2026-07-12): Asset Texturing pull + full push, Element Graph pull + push (incl. the lone-output Base Color fallback), and Materialize Image pull + full push are user-verified end-to-end. Remaining paths (SSS/glass pushes, opacity-merge visual check) are still being validated by the community — please file an issue with your Diagnostics output if anything misbehaves.
cd InstaMAT2Remix
.\build_plugin.ps1 # build + dev-install to this machine
.\build_plugin.ps1 -InstallMode None # build only
.\package_release.ps1 # produce dist\InstaMAT2Remix-v<ver>-win64.zipToolchain: Visual Studio 2022 or 2026, Qt 6.5.3/6.6.3 (MSVC x64), CMake.
build_plugin.ps1 auto-detects all three.
Tests:
cd InstaMAT2Remix
cmake -S . -B build_test -G "Visual Studio 18 2026" -A x64 -DCMAKE_PREFIX_PATH="C:/Qt/6.6.3/msvc2019_64"
cmake --build build_test --target TestRemixConnector --config Debug
ctest --test-dir build_test -C Debug -V
python -m pytest InstaMAT2Remix/tests/ -v # from the repo rootNote: on machines with Visual Studio 18 / 2026 the CMake generator string must be
"Visual Studio 18 2026"("Visual Studio 17 2022"fails there). Qt 6.6.3/msvc2019_64 is ABI-compatible with both.
- Log file:
Documents\InstaMAT2Remix\logs\remix_connector.log. - RTX Remix Connector > Diagnostics… gives a one-click health report (paths, settings, live Remix connectivity) with Copy to Clipboard.
- Settings > Connection > Test Connection verifies the Remix REST API.
- "Push stopped to protect your Remix textures" — see Known limitations; close GPU-heavy apps and Push again. Nothing in Remix was changed.
- "Live export failed" — check the
ExportWorker:lines in the log and confirm InstaMAT Studio is activated (the helper renders through the license).
| Path | What |
|---|---|
InstaMAT2Remix/ |
Plugin source (C++/Qt6 against the InstaMAT Plugin SDK) |
InstaMAT2Remix/ExportWorker.cpp |
InstaMAT2RemixExport.exe, the out-of-process render worker |
InstaMAT2Remix/tools/imp_packaging.ps1 |
.IMP (MAT container) package builder |
InstaMAT2Remix/dist_template/ |
End-user installer + docs staged into the release zip |
docs/wbc_parity_audit.md |
Feature-parity tracker vs Substance2Remix |
CONTRIBUTING.md · CHANGELOG.md |
Contributor guide · release history |
MIT — see LICENSE. Third-party components (texconv/MIT, Qt/LGPL-3.0, the Microsoft Visual C++ runtime, and the InstaMAT Plugin SDK) are documented in THIRD_PARTY_LICENSES.md.
- Behavioral inspiration: Substance2Remix / WholeBodyCapture (WBC) for Adobe Substance Painter.
- Built on the InstaMAT Plugin SDK (© InstaMaterial GmbH).
- Interfaces with the NVIDIA RTX Remix Toolkit REST API.
- Bundles
texconv.exefrom Microsoft DirectXTex (MIT). - Qt 6 used under LGPL-3.0. Ships the Microsoft Visual C++ runtime.