CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets
Longwen Zhang, Ziyu Wang, Qixuan Zhang, Qiwei Qiu, Anqi Pang, Haoran Jiang, Wei Yang, Lan Xu, Jingyi Yu
TL;DR
CLAY introduces a scalable, controllable 3D asset generator that unifies geometry and material synthesis under a pretrain-then-adapt paradigm. By combining a multi-resolution VAE for geometry with a latent diffusion transformer and a data-standardization pipeline, it achieves high-fidelity 3D surfaces and 2K-resolution PBR textures with multi-modal conditioning. The framework supports text, images, and diverse 3D inputs (voxels, point clouds, bounding boxes, etc.), enabling rapid production of production-ready assets with strong geometric fidelity and material realism. Extensive quantitative and user studies show CLAY’s advantages in geometry quality, appearance, and generation speed over state-of-the-art methods, underscoring its potential to democratize high-quality 3D content creation. Ethical considerations and limitations are discussed, with future work focusing on end-to-end integration and dynamic content generation to broaden applicability.
Abstract
In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.
