Overview
Remaps named model regions to a trim sheet—rectangles on one shared texture. It implements the common game-3D technique of sharing one texture among several models and assigning strip-shaped rectangles to individual parts, without editing vertices.
Usage tips
- Region Rectangles uses a table editor with suggestions from the connected Texture Layout. Edit each region's inner X/Y/W/H rectangle there. Out-of-bounds padding and overlapping padded rectangles are reported immediately; invalid JSON opens a multiline recovery field.
- The output Texture Layout preserves the input
texel_density; applying a trim sheet never silently resets the target to 16. - Use it when several models should share one texture. Combine the walls, roofs, and trim for a building set on one sheet, then map each model region to its matching rectangle.
- After assignment, use
model_texel_density_checkto look for density inconsistencies. - For a self-contained single model, automatic UVs plus
model_set_materialare usually sufficient.
Related nodes
model_set_material— assigns the material itselfmodel_texel_density_check— checks the result after assignmenttexture_layout_dilate— prevents bleeding on the sheetmodel_gltf_export— exports the model with its shared sheet