


Exporting PBR textures to a game engine.While textures can be fully procedural, baking is an important part of this design for multiple reasons. Nodes like Mix and Blur work on multiple socket types, including layer sockets where they perform the same operation on all channels. There is a new layer socket type that combines multiple channels. Texture node to link in an existing texture datablock asset.Layer node to bundle multiple channels together into a layer.Texture specific nodes like Blur, Filter.Shader nodes like Geometry, Texture Coordinate, Attribute.Common nodes like Math, Mix, Image Texture, Noise Texture.

New additions are layering nodes, and nodes for effects that are not practical at render time. The new texture nodes are mostly shared with shader nodes. Texture nodes corresponding to the layers in the mockup above. This can be used to create more complex node setups that can’t be expressed in a stack. The texture layer stack corresponds to a node graph, and the node editor provides an alternative view to edit the same texture. Blending, masks and modifiers simultaneously affect all channels in a layer.

Selecting an image texture or color attribute would enable painting on it in the 3D viewport.Ī difference is that each layer consists of all the channels defined for the texture (or a subset). Blend modes, masks, reordering, hiding, merging, and modifiers would be supported. Layers work similar to typical 2D image editing applications. Panels in the texture properties editor: layer stack, properties of the selected layer and modifier, and list of texture channels. Procedural textures layers can be dropped in from the asset browser, and new image or attribute layers can be created to be hand painted. The texture properties for a texture datablock show a texture layer stack. The system is not limited to that, and arbitrary outputs are possible for different types of BSDFs or use in other contexts like brushes and geometry nodes. This datablock contains texture nodes and a list of channels it outputs.Ī typical set of channels for PBR shading are base color, roughness, metallic and normal map. The design revolves around a redesigned Texture datablock. That part of the project will start later this year, and we are sharing the initial design now for feedback from the community. The second part of the project is a new procedural and layered system to create textures, aimed at PBR shading. The first part of the project involves upgrading 3D texture painting performance, quality and tools, and is planned to be worked on in the coming months. Texturing is one of the strategic targets for 2022.
