# FlashTex: Fast Relightable Mesh Texturing with LightControlNet

arXiv: https://arxiv.org/abs/2402.13251 · HTML: https://mlsanity.com/paper/2402.13251/

## Key facts

- Cited by 56 papers in the map (data through 14 Oct 2026).
- Builds on 56 of its 68 references that are in the map.
- First posted on arXiv 20 Feb 2024.

## Builds on (most cited first, 30 of 56)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [Microsoft COCO: Common Objects in Context](https://mlsanity.com/paper/1405.0312/) (2014)
- [Hierarchical Text-Conditional Image Generation with CLIP Latents](https://mlsanity.com/paper/2204.06125/) (2022)
- [Photorealistic Text-to-Image Diffusion Models with Deep Language Understanding](https://mlsanity.com/paper/2205.11487/) (2022)
- [Adding Conditional Control to Text-to-Image Diffusion Models](https://mlsanity.com/paper/2302.05543/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [Prompt-to-Prompt Image Editing with Cross Attention Control](https://mlsanity.com/paper/2208.01626/) (2022)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [SDEdit: Guided Image Synthesis and Editing with Stochastic Differential Equations](https://mlsanity.com/paper/2108.01073/) (2021)
- [Objaverse: A Universe of Annotated 3D Objects](https://mlsanity.com/paper/2212.08051/) (2022)
- [Zero-1-to-3: Zero-shot One Image to 3D Object](https://mlsanity.com/paper/2303.11328/) (2023)
- [T2I-Adapter: Learning Adapters to Dig out More Controllable Ability for Text-to-Image Diffusion Models](https://mlsanity.com/paper/2302.08453/) (2023)
- [Demystifying MMD GANs](https://mlsanity.com/paper/1801.01401/) (2018)
- [Magic3D: High-Resolution Text-to-3D Content Creation](https://mlsanity.com/paper/2211.10440/) (2022)
- [ProlificDreamer: High-Fidelity and Diverse Text-to-3D Generation with Variational Score Distillation](https://mlsanity.com/paper/2305.16213/) (2023)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [MVDream: Multi-view Diffusion for 3D Generation](https://mlsanity.com/paper/2308.16512/) (2023)
- [GLIGEN: Open-Set Grounded Text-to-Image Generation](https://mlsanity.com/paper/2301.07093/) (2023)
- [Fantasia3D: Disentangling Geometry and Appearance for High-quality Text-to-3D Content Creation](https://mlsanity.com/paper/2303.13873/) (2023)
- [Score Jacobian Chaining: Lifting Pretrained 2D Diffusion Models for 3D Generation](https://mlsanity.com/paper/2212.00774/) (2022)
- [3D Shape Generation and Completion through Point-Voxel Diffusion](https://mlsanity.com/paper/2104.03670/) (2021)
- [Latent-NeRF for Shape-Guided Generation of 3D Shapes and Textures](https://mlsanity.com/paper/2211.07600/) (2022)
- [Instruct-NeRF2NeRF: Editing 3D Scenes with Instructions](https://mlsanity.com/paper/2303.12789/) (2023)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Open-Vocabulary Panoptic Segmentation with Text-to-Image Diffusion Models](https://mlsanity.com/paper/2303.04803/) (2023)
- [Decomposing NeRF for Editing via Feature Field Distillation](https://mlsanity.com/paper/2205.15585/) (2022)
- [CLIP-NeRF: Text-and-Image Driven Manipulation of Neural Radiance Fields](https://mlsanity.com/paper/2112.05139/) (2021)

## Built on by (most cited first, 30 of 56)

- [MV-Adapter: Multi-view Consistent Image Generation Made Easy](https://mlsanity.com/paper/2412.03632/) (2024)
- [DiffusionRenderer: Neural Inverse and Forward Rendering with Video Diffusion Models](https://mlsanity.com/paper/2501.18590/) (2025)
- [Meta 3D TextureGen: Fast and Consistent Texture Generation for 3D Objects](https://mlsanity.com/paper/2407.02430/) (2024)
- [DeferredGS: Decoupled and Editable Gaussian Splatting with Deferred Shading](https://mlsanity.com/paper/2404.09412/) (2024)
- [LumiNet: Latent Intrinsics Meets Diffusion Models for Indoor Scene Relighting](https://mlsanity.com/paper/2412.00177/) (2024)
- [LBM: Latent Bridge Matching for Fast Image-to-Image Translation](https://mlsanity.com/paper/2503.07535/) (2025)
- [MVPaint: Synchronized Multi-View Diffusion for Painting Anything 3D](https://mlsanity.com/paper/2411.02336/) (2024)
- [Material Anything: Generating Materials for Any 3D Object via Diffusion](https://mlsanity.com/paper/2411.15138/) (2024)
- [TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting](https://mlsanity.com/paper/2411.19654/) (2024)
- [MaterialMVP: Illumination-Invariant Material Generation via Multi-view PBR Diffusion](https://mlsanity.com/paper/2503.10289/) (2025)
- [Generating Multi-Image Synthetic Data for Text-to-Image Customization](https://mlsanity.com/paper/2502.01720/) (2025)
- [ScribbleLight: Single Image Indoor Relighting with Scribbles](https://mlsanity.com/paper/2411.17696/) (2024)
- [Generating Physically Stable and Buildable Brick Structures from Text](https://mlsanity.com/paper/2505.05469/) (2025)
- [UniTEX: Universal High Fidelity Generative Texturing for 3D Shapes](https://mlsanity.com/paper/2505.23253/) (2025)
- [GenLit: Reformulating Single-Image Relighting as Video Generation](https://mlsanity.com/paper/2412.11224/) (2024)
- [3D-Adapter: Geometry-Consistent Multi-View Diffusion for High-Quality 3D Generation](https://mlsanity.com/paper/2410.18974/) (2024)
- [Connecting Consistency Distillation to Score Distillation for Text-to-3D Generation](https://mlsanity.com/paper/2407.13584/) (2024)
- [Cube: A Roblox View of 3D Intelligence](https://mlsanity.com/paper/2503.15475/) (2025)
- [MatAtlas: Text-driven Consistent Geometry Texturing and Material Assignment](https://mlsanity.com/paper/2404.02899/) (2024)
- [Efficient Autoregressive Shape Generation via Octree-Based Adaptive Tokenization](https://mlsanity.com/paper/2504.02817/) (2025)
- [Edify 3D: Scalable High-Quality 3D Asset Generation](https://mlsanity.com/paper/2411.07135/) (2024)
- [SuperMat: Physically Consistent PBR Material Estimation at Interactive Rates](https://mlsanity.com/paper/2411.17515/) (2024)
- [FlexPainter: Flexible and Multi-View Consistent Texture Generation](https://mlsanity.com/paper/2506.02620/) (2025)
- [Birth and Death of a Rose](https://mlsanity.com/paper/2412.05278/) (2024)
- [IllumiCraft: Unified Geometry and Illumination Diffusion for Controllable Video Generation](https://mlsanity.com/paper/2506.03150/) (2025)
- [SViM3D: Stable Video Material Diffusion for Single Image 3D Generation](https://mlsanity.com/paper/2510.08271/) (2025)
- [Tactile DreamFusion: Exploiting Tactile Sensing for 3D Generation](https://mlsanity.com/paper/2412.06785/) (2024)
- [Score Distillation Sampling for Audio: Source Separation, Synthesis, and Beyond](https://mlsanity.com/paper/2505.04621/) (2025)
- [Jointly Generating Multi-view Consistent PBR Textures using Collaborative Control](https://mlsanity.com/paper/2410.06985/) (2024)
- [Meta 3D Gen](https://mlsanity.com/paper/2407.02599/) (2024)

## Abstract (arXiv)

Manually creating textures for 3D meshes is time-consuming, even for expert visual content creators. We propose a fast approach for automatically texturing an input 3D mesh based on a user-provided text prompt. Importantly, our approach disentangles lighting from surface material/reflectance in the resulting texture so that the mesh can be properly relit and rendered in any lighting environment. We introduce LightControlNet, a new text-to-image model based on the ControlNet architecture, which allows the specification of the desired lighting as a conditioning image to the model. Our text-to-texture pipeline then constructs the texture in two stages. The first stage produces a sparse set of visually consistent reference views of the mesh using LightControlNet. The second stage applies a texture optimization based on Score Distillation Sampling (SDS) that works with LightControlNet to increase the texture quality while disentangling surface material from lighting. Our algorithm is significantly faster than previous text-to-texture methods, while producing high-quality and relightable textures.
