How to find stuff

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mouse wheel zoom in/out middle mouse button drag canvas tab type node name backspace delete node, while keeping connection d condense node (dock it) double click on node get current node output (in viewports) cmd/crtl + d duplicate node

importing mesh

drag fbx file onto Package in Explorer Window then go to Resources and double click it to get the preview resources -> select geo -> right click -> assign

baking mesh

Resouces -> MESH_NAME -> right click -> bake model information Add baker Ambient Occlusion Curvature World Space Normals (check embedded) Start render

test with metal material

adding metal to whole object

find metal material in library and drag it onto graph right click -> expand drag output onto out nodes

adding edge wear

add metal edge wear node in graph select the color maps and drag them into graph window connect them with the metal edge wear node add uniform color node set it to green add blend node connect edge wear to the mask input connect metal base color to foreground input connect color node to background input

set texture size


top bar -> Parent size

exporting different size

click on new graph and set here size relative to parent size

node sizes

on each node, it can be set relative or absolute to parent

RGB and greyscale

nodes have yellow (RGB) or grey connections and dots they are not compatible, so add converter nodes: greyscale conversion node gradien map node color to mask node

group nodes

select some, right click next to nodes -> add frame then add title and description

see UVs

Scene (bottom 3d window) -> Display UVs in 2d view


Environment (bottom window) -> Edit -> Visible: true then drag one from the Library


uniform color add color (set to HSV) shape basic shapes like circles usw. greyscale conversion convert RGB to grey gradien map convert grey to RGB color to mask masking (use gradient map before!) transform 2d move up/down/left/right (mode absolute, no tiling) blur blend histogram flatten values of levels tile sampler shape splatter conforms to bg floodfill cells like noise edge detect like levels, fast b&w vector warp random distortions transform 2d resize/scale shapes quad transform warp shape from corner points trapezoid like skew in photoshop height blend combining height maps shape extrude to create 3d shapes star starburst shape mapper curve node create more shapes dirt node combination of AO and grunge gradient linear 3 splatter circular scratches generator text node water level anisotropic noise ... tiling nodes (find in Library) height to normal create normal map from GREY ... see library for more nodes

tile sampler node

(creates pattern) add tile sampler node plug it into Base color Normal AO Height

breaking up repetition and adding scattering

add perlin noise node scale: 3 disorder: 1 plug it into Scale map input in Tile Sampler set scale map multiplier to 1 add Levels node in between and set range to middle part also plug it into Color map input then set color parametrization multiplier to 0.5


add shape node, circle plug it into Mask map input in Tile Sampler set Mask map treshold to 1 (only black and white, grey values are considered black)

pattern distribution

(this defines when to use each shape/pattern) plugin 2 shapes (set Pattern Input Number) into Tile Sampler plugin perlin noise into Distribution map in Tile Sampler -> Pattern -> Pattern Input Distribution set to Distribution map then add levels node to fine tune distribution

floodfill node

organic colorfilled tiles

add cells node add edge detect node add floodfill node

get hight variations

add floodfill to gradient node connect to normal/height add blur HQ (after flood fill to gradient) (this creates very smooth perfect hight!!) intensity: 0.6 instance parameters -> quality: 1 in normal node change intensity to 8

get color variations

add foodfill to random color connect to base color (to get masks:) add RGBA Split node or color to mask node mask range: 1 keying type: luminance flatten alpha: true

to mask a different color

double click on flood fill to rand. col. then single click on color to mask node instance parameters -> select a color color equalizer node for tinting color temperature adjust node for changing hue

vector warp node

(nice for getting random distortions based on individual shapes)

bricks with random cracks

add tile sampler node set offset to get bricks add cells node and connect with edge detect node add blend node and connect tile sampler with edge detect node (multiply) (now the cracks are not individual for each brick) add flood fill node connect with tile sampler add flood fill to random color node afterwards (this is the vector map input) add vector warp greyscale node and connect to blend (repeat the same with a grunge map)

quad transform node

(transforms from corner points, warp and distort) add shape node add quadtransform node and drag corner points (it's similar to trapezoid node)

curve node

(making a picture frame) add gradient Linear node add curve node and draw some sharp corners add transformation 2d node squash down everything base parameters -> tiling mode: absolute no tiling add trapezoid transform greyscale node bottom strech: 2 add mirror greyscale node mode: Mirror Axis Y add transformation 2d node and rotate 90 then blend last 2 nodes with a blend node (add)

switch nodes

add multi switch node

dirt node

add curvature sobel node intensity: 5 feed data from normal (or use baked out curvature map) add grunge map add dirt node feed curvature node & grunge map into dirt (this is now the mask for mixing with other nodes...) add uniform color node with brown color (or add gradient map node and set o color mode to directly use dirt node in blend) add blend node feed original base color into foreground feed uniform color into background feed dirt node into opacity of blend node (fix edges with tri planar node)