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Export Batch

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Export

Exports every frame of a batch as an individually named file, or packs the frames into a sprite sheet with a JSON manifest.

Export Batch's Export section: the Folder D:/Photos/export, the File Name template {source}_web with the resolved name havana_street_web.jpg under it, and the Format set to JPEG

Export Batch takes a batch (from Palette Remap, Collect, Image Folder, or any batch source) and writes every frame as a separate file, named by a template. A live preview of the resolved filename sits below the template field, and a progress bar on the node body tracks the export.

Every frame can be written as PNG, JPEG, TGA, BMP, WebP, TIFF, or a flat PSD at 8 or 16 bits per channel, transparent where the frame is; OpenEXR and Radiance HDR join them in 32-bit (Float) Mode. See PSD Files & Color Profiles.

As with Export Image, nothing is written until you run an export: the node’s Export button, Ctrl+Shift+E for the selected export nodes, or File > Export All (Ctrl+Shift+Alt+E).

A relative output directory such as export resolves next to your .arcb file, so exports stay portable with it. Missing folders are created automatically.

Output Channels sets the channel layout of every written frame:

  • Auto keeps each frame’s incoming channels (a mixed batch stays mixed).
  • RGBA always writes color.
  • Grayscale writes single-channel files, taken from the channel set by Grayscale From (Luminance, Red, Green, Blue, or Alpha).

Tokens in curly braces are replaced for each exported frame. The file extension comes from Format and is appended automatically; it is not part of the template. The </> button lists every token with its live value from the first frame. The default template is {name}. For a Palette Remap of hero.png with slots red, teal, and gold:

  • {name} writes hero_red.png, hero_teal.png, hero_gold.png: each color’s name joins its parent’s name.
  • {source}_{index:3} writes hero_001.png, hero_002.png, hero_003.png.

Naming with Tokens builds batch templates step by step, and the Token Reference lists every token. {date} and {time} are fixed when you click Export, so every frame of one run shares them. Node tokens and | transforms need ArcBrush 1.7.0 or later.

Forward slashes in the template create subdirectories inside the output directory. If several frames expand to the same filename, a numeric suffix (_001, _002, …) is appended to prevent overwrites. The node’s Output Files list shows the real written names, so a repeated {name} reads as name, name_001, name_002, and so on.

With Generate Sprite Sheet on, the File Name field is replaced by a Sheet Filename field that names the assembled sheet image and its companion JSON manifest, with a live preview of the resolved name.png / name.json pair. For an atlas file in another shape (Phaser or PixiJS JSON, Starling XML, CSS, C#, or Godot), wire the same batch into Export Data, which reads the sheet’s placements.

At 32-bit float Bit Depth the sheet is written as a TIFF instead, and the preview, the overwrite check, and the writer all agree on name.tif, so choosing Skip on an existing sheet leaves it alone. With EXR or HDR as the format the sheet falls back to a PNG atlas. Embed Recipe is disabled with an explanation at that depth, because a TIFF sheet cannot carry the recipe.

Sheet Filename takes {count} (the number of frames packed) and the tokens that are the same for the whole export; per-frame tokens such as {name} or {index} do not apply. A new node’s default is {this.label|or:this.id}_sheet: an Export Batch labeled “hero” writes hero_sheet.png and hero_sheet.json, an unlabeled one ExportBatch1_sheet.png. A node from an earlier version keeps the {node}_sheet it was saved with, which writes the same Node ID. Slashes create subdirectories.

Pins

BatchBatch
InputRequired

Export

Output DirectoryText

Folder the Export action writes into. Tokens work; add a transform such as {graph|snake}

FormatChoice
Default: PNG

File format for each exported frame.

PSD writes one flattened image, transparent where the image is, at 8 or 16 bits.

EXR and HDR need 32-bit (Float) Mode. HDR does not write alpha; EXR does.

  • PNGLossless with transparency. The default choice for game assets and sprites.
  • JPEGLossy compression, small files. Good for web assets without transparency.
  • TGATarga format. Common in game engines like Unity and Unreal.
  • BMPUncompressed bitmap. Maximum compatibility, large files.
  • WebPModern format, smaller files than PNG/JPEG.
  • TIFFProfessional archival format with multiple compression options.
  • EXROpenEXR half or float, for scene-referred HDR data with an OCIO color-space picker. Preserves overbright values end to end in 32-bit (float) mode.
  • HDRRadiance HDR (RGBE), the format most HDRIs ship in. Linear float RGB with overbright values preserved and no alpha channel. Needs 32-bit (float) mode, like EXR.
  • PSDA flat PSD per frame at 8 or 16 bits per channel, transparent where the frame is, with an sRGB profile embedded. No layers and no embedded recipe.
QualityInteger
Default: 90 Range: 1–100
JPEG / WebP only

JPEG/WebP quality

MatteColor (RGB)
Default: rgb(255, 255, 255)

Background matte

PNG CompressionInteger
Default: 6 Range: 0–9
PNG only

zlib level

TGA RLEToggle
Default: true
TGA only

TGA RLE compression

WebP LosslessToggle
Default: false
WebP only

Lossless WebP encoding

TIFF CompressionChoice
Default: None
TIFF only

TIFF compression codec

  • NoneNo compression. Fastest, but largest files.
  • LZWLossless compression with a good balance of size and speed.
  • DeflateLossless compression with smaller files than LZW but slower.
  • PackBitsSimple RLE compression. Fast, but less effective on complex images.
Embed RecipeToggle
Default: false
PNG, WebP, JPEG, TIFF

Embed this graph into every exported file's metadata so it can be reopened in ArcBrush.

Includes all node settings, notes, and input files; Private Paths decides how their paths are stored. Adds a few KB per file.

Private PathsToggle
Default: true
Embed Recipe = on

Store only file names in the recipe, so the exported file is safe to share.

Turn off to keep full file paths, including those in Project variables, for your own machine or a trusted studio.

Output Files

File NameText
Default: {name}
Sprite Sheet off

Template for exported filenames.

Tokens: {name}, {source}, {label}, {color}, {index}, {count}, {width}, {height}, {date}, {time}, {quality}, {compression}, {this.label}, {this.id}, {graph}. Add a transform such as {name|snake} or a fallback such as {label|or:name}.

{color} resolves to the frame's variant color as a 6-digit hex code (e.g. a020f0).

Sprite Sheet

Generate Sprite SheetToggle
Default: false

Export a sprite sheet PNG + JSON manifest instead of individual frame files

Sheet FilenameText
Default: {this.label|or:this.id}_sheet
Sprite Sheet on

Filename (no extension) for the sheet PNG and its JSON manifest. The default is this node's label, else its Node ID, plus _sheet.

Tokens: {this.label}, {this.id}, {graph}, {count}, {date}, {time}, {quality}, {compression}. Add a transform such as {this.id|snake}.

Pack ModeChoice
Default: Tight Range: Grid / Tight
Sprite Sheet on

How sprites are arranged on the sheet.

  • Grid: uniform cells, every frame the same cell size.
  • Tight: packs mixed-size sprites tightly.
ColumnsInteger
Default: 4 Range: 1–32
Sprite Sheet on

Number of columns in the grid

TrimToggle
Default: true
Sprite Sheet on

Remove transparent borders from each sprite before packing, to reduce wasted atlas space.

Original dimensions are preserved in the manifest.

Trim ThresholdInteger
Default: 1 Range: 0–255
Sprite Sheet on

Alpha values at or below this are treated as transparent. 0 = fully transparent pixels only.

Extrude (px)Integer
Default: 1 Range: 0–8
Sprite Sheet on

Duplicate edge pixels outward to prevent texture bleeding in game engines. The sprite's logical size is unchanged

Shape Padding (px)Integer
Default: 0 Range: 0–128
Sprite Sheet on

Space between sprites in pixels

Border Padding (px)Integer
Default: 0 Range: 0–64
Sprite Sheet on

Padding around the sheet perimeter

BGColor (RGBA)
Default: rgba(0, 0, 0, 0)
Sprite Sheet on

Sheet background

Size ConstraintsChoice
Default: Any Size Range: Any Size / Power of 2 / Multiple of 4 / Word Aligned
Sprite Sheet on

Constraint on the sheet's final dimensions.

  • Any Size: no constraint.
  • Power of 2: round up to the next power of two.
  • Multiple of 4: round up to a multiple of 4 (DXT/BC compression).
  • Word Aligned: round width up to a multiple of 2.
Max WidthInteger
Default: 4096 Range: 128–8192
Sprite Sheet on

Maximum sheet width in pixels

Max HeightInteger
Default: 4096 Range: 128–8192
Sprite Sheet on

Maximum sheet height in pixels

Show OutlinesToggle
Default: false
Sprite Sheet on

Display colored outlines around each sprite in the preview panel

Output

Output ChannelsChoice
Default: Auto
  • AutoMatch the incoming image: write a single-channel source as grayscale and everything else as RGBA. The default.
  • RGBAAlways write full-color RGBA, even from a single-channel source.
  • GrayscaleWrite a genuine single-channel grayscale file (PNG, TGA, TIFF, or PSD), reducing a color source using the Grayscale From channel. JPEG and WebP still upcast to color.
Grayscale FromChoice
Default: Luminance
When Output Channels is Grayscale

How a 4-channel frame is converted to grayscale for export.

JPEG and WebP have no single-channel mode, so they write a grayscale frame as gray-valued RGB.

  • LuminanceDerive the gray value from perceived brightness (weighted RGB). The most natural choice.
  • RedUse the red channel as the gray value.
  • GreenUse the green channel as the gray value.
  • BlueUse the blue channel as the gray value.
  • AlphaUse the alpha channel as the gray value.

High-Bit-Depth

Bit DepthChoice
Default: 8-bit (EXR half)
32-bit (float) mode (FL-12)

Output bit depth, 8-bit by default. The dropdown offers only what the selected format can write: 8-bit, 16-bit, or 32-bit float for PNG and TIFF; 8-bit or 16-bit for PSD; 16-bit half or 32-bit float for EXR. Changing format does not disturb the depth you chose for the other one

  • 8-bit (EXR half)Standard 8-bit-per-channel output, the existing behavior.
  • 16-bit (EXR half)PNG, TIFF, or PSD at 16 bits per channel, for a higher-precision deliverable.
  • 32-bit float (EXR half)TIFF at 32 bits per channel; use a 32-bit float source to preserve HDR and scene-linear values.
  • 8-bit (EXR float)Standard 8-bit-per-channel output, the existing behavior.
  • 16-bit (EXR float)PNG, TIFF, or PSD at 16 bits per channel, for a higher-precision deliverable.
  • 32-bit float (EXR float)TIFF at 32 bits per channel; use a 32-bit float source to preserve HDR and scene-linear values.

Color

Color HandlingChoice
Default: Auto
32-bit (float) mode

How working-space color is converted when each frame is written (32-bit mode; applies at every bit depth):

Until explicitly set, the default follows the output format: EXR writes working-space values, other formats bake the view.

  • As displayed (bake view)Bake the current Color menu Display / View into the file so it matches the viewport. The right choice for a normal file that looks like your screen. Until you set this control explicitly, the default follows the output format: EXR writes working-space values and every other format bakes the view.
  • Convert to color spaceColorimetric conversion into the chosen Target Color Space (e.g. sRGB). No tone-map, so highlights clip rather than roll off; use it for a precise, standardized deliverable.
  • Working space (no conversion)Write raw working-space (scene-linear) values untouched. Offered for 16-bit, 32-bit float, and EXR output, for handing scene data to another color-managed application.
Target Color SpaceText
Color Handling = Convert to color space

Color space each frame is converted into before writing, for example sRGB Encoded Rec.709 (sRGB) for a standard sRGB file. Same as Working Space writes it unconverted

Notes
  • Same per-format options as Export Image (see above). Quality is shown for JPEG or lossy WebP.
  • Sheet Layout controls are only visible when Generate Sprite Sheet is enabled.
  • When you fan a batch into Palette Remap or Separate (an M×N expansion), the default {name} already gives each combination a unique name like tree_purple.png, because every color and piece joins its parent’s name.
  • With Generate Sprite Sheet on, Show Outlines draws a colored boundary around each packed sprite in the preview while you tune packing.
  • Set Output Channels to Grayscale to write masks or height maps as real single-channel PNG, TGA, TIFF, or PSD files.
  • Turn on Embed Recipe to store a copy of the graph inside each PNG, WebP, JPEG, and TIFF frame; dropping any of those files back onto ArcBrush reopens the graph. Private Paths (on by default) keeps input file names only; turn it off to keep full paths. See Recipes in exported images.
  • Use Tag upstream to rename frames from a template or attach {tag:key} values for the filename.
  • A batch of texture sets is refused at the wire. Wire it into Export Texture instead, which writes every asset of a library under its own name.