Texture Editor
A guide to seamless texture creation
Last updated
A guide to seamless texture creation
Last updated
Tiling is the process of creating seamless texture maps that align flawlessly in both horizontal and vertical directions. The Colormass Platform offers a suite of tools designed to streamline and optimize this tiling workflow.
Each material can include multiple texture sets. A texture set is a collection of textures, or maps, such as diffuse, normal, and roughness. It can be empty or contain any combination of maps.
There are two main ways to populate these maps:
Generated by the colormass Scanner
Uploaded manually from any other source
To upload textures manually, click an empty texture slot and browse for a file, or simply drag and drop a file onto the texture slot as shown in the screenshot below.
Once the file is dropped, you’ll need to confirm the color space of the image file. If uncertain, choose sRGB; however, you also have the option to select the linear color space. Repeat this process for each texture you wish to upload. After all textures have been uploaded and processed (indicated by visible thumbnails), you’ll see options to discard or save your changes at the bottom of the textures section.
It’s important to set the physical width and height of your texture set in centimeters, as this affects the scale at which they appear on objects. It’s best to set this accurately from the start, though you can adjust it later if needed.
Pressing Save creates a new texture set revision, which includes all the texture maps together. If you already have a texture set revision, you can also add new maps by dropping them on existing slots. If you upload only certain maps, the new texture set revision will retain the existing maps for slots that aren’t updated.
Once you press Save, a new texture set revision gets created. A texture set revision comprises of all the texture maps together. If you already have a texture set revision, you can also drop new maps on top of existing textures. If you upload a new version only for some of the already occupied texture slots, the new texture set revision is going to carry forward the non-updated maps for this new texture set revision.
The texture set view shown above displays only the latest texture set revision. To view or delete other revisions, open the texture set editor.
To open the texture editor, click any texture in a texture set. In the top-left corner, you’ll find tabs representing different texture set revisions; each tab corresponds to a separate revision. The screenshot below shows only a single texture revision labeled Initial.
Within each tab, all textures included in that revision are listed. Below the textures, you’ll see details such as creation date, pixel dimensions, physical size in centimeters, and color space. Beneath this section is the operator stack, where the first entry represents the initial texture version, whether it was uploaded manually or generated by the colormass Scanner.
The operator stack enables non-destructive texture modifications. Operators are stacked in top-down order and can be removed at any time, allowing you to revert to the original version of the textures if needed.
On the right side of the editor is the viewer, occupying most of the screen to facilitate easy texture viewing and editing. You can switch between textures by clicking the small thumbnails in the top-left corner. The viewer allows zooming with the mouse scroll and panning by right-clicking.
In the bottom-right corner, additional tools are available, including options for downloading, zooming, tiled view, and brightness adjustment for display purposes.
All operators apply to the entire texture set, affecting all maps simultaneously. This approach streamlines the workflow and reduces the risk of errors compared to processing each map individually. Certain operators, however, can be applied to only a subset of maps, with this option available as a setting within the operator's parameters.