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_layoutoutput from a model generator to this node. - Leave
selected_regionempty for a binaryregion_maskcontaining 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_mapis a colored ID image. The report'sregion=material slot rgba(...)entries are the stable color-to-region mapping.- Use the UV guide as
referenceinpixel_canvasand draw directly over the layout so it stays clear which face you are painting. - Combine face-region masks with
blend_by_maskto 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 inpbr_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 steppbr_material— bundles the drawn texturespixel_canvas— hand-draw over the guidemodel_texel_density_check— check texel density