Overview
Explicitly bundles PixPipeline 2D images into a PBR texture set: base color, normal, roughness, metallic, AO, and emission. It is the glue between the 2D and 3D lanes, dressing a 3D model with textures drawn by 2D nodes.
Usage tips
- The minimum setup is one base-color image. Connect an image made with
単色画像ornoise_generate → gradient_mapdirectly. Seeworkflows/model_asset_basics.md. - Color-space convention for maps: base color and emission are sRGB; all others,
including roughness, are linear. Pass a normal image through
Tangent Normal Mapfirst so its tangent-space and OpenGL/DirectX convention are explicit. Legacy Normal Imageremains functional for existing graphs but produces a warning. If both normal inputs are connected, the typed Tangent Normal and its convention win.- If Base Color is disconnected, the fallback color uses the dimensions of the first connected map, or 1×1 when no map supplies dimensions.
- To draw against UVs, use the UV guide and region masks from
model_texture_layoutas a base. Create a gutter withtexture_layout_dilatebefore bundling to prevent nearest-neighbor bleeding. - Material name and ID are key to asset management. Use a meaningful name such as "Chest Wood."
Common pitfalls
- A Surface normal_map was connected directly: Surface normals are in view space and cannot be connected; that violates the contract. Prepare a tangent-space map for the PBR normal.
- roughness/metallic looks wrong: the map should be linear but was authored as an sRGB image. Use an image with directly specified gray values.
- Colors bleed across face boundaries: the gutter is too small. Insert
texture_layout_dilate.
Related nodes
model_texture_layout/texture_layout_dilate— create the UV guide and guttermodel_set_material/ Model Set Material — apply the bundled material to a modelmodel_gltf_export— embed it in a textured GLBsurface_export— export HD-2D textures without a mesh