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Split Texture

Split Texture
Texture

Split Texture takes a texture set apart into its eight role maps, for the work that needs one map on its own wire: a node that reads one picture at a time, such as Posterize, run on the Roughness, or a set’s Opacity or Roughness used as a mask. The outputs match the Texture node’s role inputs, so a split feeds one straight back with no conversion.

Split never recomputes a map: each output is exactly the map the set carries, with the set’s Opacity on its own output rather than baked into any map’s alpha. Opacity is always published, because every set has one; a fully opaque set publishes a white map.

Any other role the set does not carry publishes nothing, and a node wired to that output fails with an error naming the role, such as “Normal is not in this texture set.”

Turn on a role’s Fill Missing switch to publish a neutral map instead: a flat normal, Roughness 0.5, Metallic 0, Ambient Occlusion 1, Height 0, and black for Base Color and Emissive. These are the neutral values used everywhere else in the app.

  1. Split the set.
  2. Run the node you need on the one map.
  3. Wire the edited map plus the original set into a second Texture node. Connect the set to its Texture input and the edited map to the matching role pin.

The roles you did not touch, the asset name, and the Opacity arrive exactly as they were. This is the route for a node that does not take a whole set, such as Posterize and the other stylize nodes.

Over a library (a batch of sets), Split Texture publishes a batch on each role output. A frame whose asset lacks a role stays absent in that position rather than being dropped, so a library of twelve stays twelve on every output even when one asset has no Height map.

Pins

TextureTexture
InputRequired
Base ColorImage
Output
NormalImage
Output
RoughnessPixels
Output
MetallicPixels
Output
AOPixels
Output
HeightPixels
Output
OpacityPixels
Output
EmissiveImage
Output

Fill Missing

Base ColorToggle
Default: false

When the set has no Base Color, output a black, fully opaque map instead of nothing

NormalToggle
Default: false

When the set has no Normal, output a flat normal map instead of nothing

RoughnessToggle
Default: false

When the set has no Roughness, output a constant 0.5 map instead of nothing

MetallicToggle
Default: false

When the set has no Metallic, output a constant 0 (non-metal) map instead of nothing

Ambient OcclusionToggle
Default: false

When the set has no Ambient Occlusion, output a constant 1 (unoccluded) map instead of nothing

HeightToggle
Default: false

When the set has no Height, output a constant 0 map instead of nothing

EmissiveToggle
Default: false

When the set has no Emissive, output a black (no emission) map instead of nothing

  • Use the Opacity output as the mask when an edited map should only change inside the asset’s cutout.
  • To look at one map, you do not need to split at all: the Preview shows a tab per map for any set.
  • Search the node library for “pbr”, “material”, “texture set”, “channels”, or “roles”.