Docs

Texture

  • Load Texture: Reads an image off disk (PNG, JPG, TGA, BMP, EXR, HDR) and hands it to the graph on the Texture pin.
  • Transfer Texture: Rebuilds a texture that belongs to one mesh so it fits a second mesh's UV layout, with one output per UDIM tile on the target.
  • Bake Maps: Bakes the detail of a dense sculpt into flat maps laid out on a game-res mesh's UVs: normal, ambient occlusion, curvature, height, position and material ID. One UV tile only, so no UDIM.
  • Bake VDM Brush: Bakes a sculpted canvas's displacement into a vector displacement map, in the stamp-space convention the Displace tool's Vector Displacement mode reads.
  • Load Texture from Asset: Pulls a texture asset out of your project and into the graph, and lists it in the tool dropdowns that offer textures. Editor only.
  • Project Texture: Lifts the colour off a scan and lays it into a texture on your retopologised mesh's UVs. The Coverage output shows which parts are real and which were filled in. One UV tile only, so no UDIM.
  • Tension Map Generator: Compares a rest pose against a posed version of the same mesh and paints where the surface is stretching and where it is bunching up into a map you can drive wrinkles with.
  • Load ZBrush Brush: Reads a ZBrush .zbp brush and publishes baked Native VDMs and non-alpha 2D slots (texture, optional icon) into this graph's texture registry so tools like Displace can pick them.