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Model Texture Layout

model_texture_layout

Expands an automatic Texture Layout into ordinary 2D UV guide and region images.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
テクスチャレイアウト
layout
TextureLayout
Required
モデル生成ノードが出力する自動UVレイアウトです。

Output Ports

NameTypeDescription
UVガイド
uv_guide
Image
島とdilation境界を描いた透明ガイドです。
領域マップ
region_map
Image
名前付き素材領域を決定論的な色で示すID画像です。
領域マスク
region_mask
Image
選択領域の二値マスクです。空欄では全領域を含みます。
レイアウトレポート
report
Text
推奨寸法、テクセル密度、余白、領域スロットのレポートです。

Parameters

NameTypeDefaultRangeDescription / Options
選択領域
selected_region
Text

領域マスクへ出す正確な領域名です。空欄では全領域を選びます。

Overview

Converts automatic UV information from a model generator into images usable in 2D. It produces a UV guide, per-face region masks, and a recommended resolution, letting you use the guide as a base and draw textures with PixPipeline's 2D nodes.

Usage tips

  • Start by connecting the texture_layout output from a model generator to this node.
  • Leave selected_region empty for a binary region_mask containing every region, or enter an exact region name to get only that region in white. An unknown name returns a transparent mask and a warning.
  • region_map is a colored ID image. The report's region=material slot rgba(...) entries are the stable color-to-region mapping.
  • Use the UV guide as reference in pixel_canvas and draw directly over the layout so it stays clear which face you are painting.
  • Combine face-region masks with blend_by_mask to color the top with wood grain and the sides with metal, for example.
  • The go-to final step is to extend the gutter, the anti-bleed margin, with texture_layout_dilate, then bundle the result in pbr_material.

Common pitfalls

  • It is unclear which region belongs to which face: regions from the generator are named. Overlay the guide and mask in a preview to confirm the mapping before drawing.
  • The recommended resolution was ignored: too small crushes pixels; too large no longer aligns with pixels_per_unit and introduces jaggies. Start from the recommendation.

Related nodes

  • texture_layout_dilate — extends the gutter and is almost always the next step
  • pbr_material — bundles the drawn textures
  • pixel_canvas — hand-draw over the guide
  • model_texel_density_check — check texel density
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Model Texture Layout — PixPipeline Node Reference