# Texture Editor

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 (Operators) designed to streamline and optimize this tiling workflow.

To open the texture editor go to the material of your choosing (or create one, see [Add a Material](/building-blocks/materials/add-a-material.md)), click on **any** texture map in the *Texture Set*:

<figure><img src="/files/Flflm8inVtmp7cIQW6cc" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="info" %}
If you would like to tile your own maps (instead of the colormass Scanned maps) please follow [Upload PBR Materials (Custom)](/building-blocks/materials/add-a-material/upload-pbr-materials-custom.md)to see how you can upload your own maps.
{% endhint %}

Below we assembled a small tutorial series that walks you through using some of the tools in the Texture Editor, so that you gain deeper understanding how the tool is used in practice.

## Tiling

Watch the video below for an introduction to the primary operators used for tiling materials.

{% embed url="<https://vimeo.com/1184017590/a112e6a8c0>" %}

## Cleaning Up Maps

The following video demonstrates how to use specialized tools to remove artifacts, wrinkles, and other imperfections from your texture maps.

{% embed url="<https://vimeo.com/1189384317/245a9e4930>" %}

## Operators

Below, you can explore each Operator in more detail. Operators are tools used to tile textures, and by default they are applied to the entire texture set, affecting all maps simultaneously. This unified approach streamlines the workflow and minimizes the risk of errors compared to editing each map individually. Some operators also provide the option to target only a subset of maps, which can be configured within the operator’s settings.

<table data-view="cards"><thead><tr><th></th><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td></td><td><strong>Tiling (Standard)</strong></td><td>Powerful way to tile materials</td><td><a href="/pages/Il8ulQTu10Njwt95Ski6">/pages/Il8ulQTu10Njwt95Ski6</a></td><td><a href="/files/MH1TnBMrZKAJfJzEhLpB">/files/MH1TnBMrZKAJfJzEhLpB</a></td></tr><tr><td></td><td><strong>Tiling (Tracing Lines)</strong></td><td>A tool for tiling fabrics that have really fine threads.</td><td><a href="/pages/4UU5b1pesmq0sxZ85K6s">/pages/4UU5b1pesmq0sxZ85K6s</a></td><td><a href="/files/qFAKjargWsxnjChlm2PL">/files/qFAKjargWsxnjChlm2PL</a></td></tr><tr><td></td><td><strong>Gradient Removal</strong></td><td>A tool to remove gradients and folds</td><td><a href="/pages/15rQ2W4fL8J2JbTfsEYz">/pages/15rQ2W4fL8J2JbTfsEYz</a></td><td><a href="/files/rvAxsh9J22G7y8B785eM">/files/rvAxsh9J22G7y8B785eM</a></td></tr><tr><td></td><td><strong>Clone Stamp</strong></td><td>Copy parts of the image </td><td><a href="/pages/JgTwhQD8V61cS1L5nG65">/pages/JgTwhQD8V61cS1L5nG65</a></td><td><a href="/files/eVEWXsOLZ2RC1AT2XDc2">/files/eVEWXsOLZ2RC1AT2XDc2</a></td></tr><tr><td><strong>Layer and Mask</strong></td><td>Masking between two copies of the same texture</td><td></td><td><a href="/pages/dYq3VUl4FDPIXGXNr0lp">/pages/dYq3VUl4FDPIXGXNr0lp</a></td><td><a href="/files/rGLBUcRFkxd6SqGZYPIS">/files/rGLBUcRFkxd6SqGZYPIS</a></td></tr><tr><td><strong>Rotate</strong></td><td>Rotate all textures at once</td><td></td><td><a href="/pages/gFVdD0PrP3WGgd8VcfKo">/pages/gFVdD0PrP3WGgd8VcfKo</a></td><td><a href="/files/OOmQ6WLa56qYrPRLxuPb">/files/OOmQ6WLa56qYrPRLxuPb</a></td></tr><tr><td><strong>Shift</strong></td><td>Shift all textures at once</td><td></td><td><a href="/pages/h2JWpGCeS7A1cQOl4Nsa">/pages/h2JWpGCeS7A1cQOl4Nsa</a></td><td><a href="/files/V7VYnvm9pHBdSvEejZ4O">/files/V7VYnvm9pHBdSvEejZ4O</a></td></tr></tbody></table>


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