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Your Own Texture Destination

This guide covers building your own texture naming and packing convention and saving it as a preset. Every built-in destination is a starting point: rename a row, change a lane, add a file, or change a container on Export Texture, then save the result under your own name to pick on both the export and the import side.

Pick the built-in Destination nearest to what your pipeline expects, then edit the Maps table:

  • Channel Name is an editable field on every row. It is what {channel} resolves to in the Filename Template, and the file name under the row changes live as you type.
  • Format and Bit Depth set the container and depth per file. Formats above the table writes one container and one depth over every row at once.
  • Click a row’s chevron, or its lane strip, to open the row in place. File picks the layout (Gray; RGB; RGBA; R, G, B; R, G, B, A), and each lane below it has a Source and a Transform. A single lane offers the single-value roles, Height, Opacity (per the Opacity row), Constant 0.0, Constant 1.0, and Unused. Transform is None or Invert (1 - x), which is how a smoothness lane is written from a roughness map.
  • Add Map adds an empty four-lane file called custom1. It reads Not written: no lanes assigned until one of its lanes has a source, so an empty file is never written.
  • The Filename Template and the Normal Convention are part of the convention too.

Any of those edits makes the Destination combo read Custom, with the line beneath naming where it started: Custom, started from <destination>. Save as Preset to keep it. A Custom destination still exports; the line under the table now reads Not written: <role> (this recipe has no map for it) for a role no row writes.

There are three ways back:

  • Pick the destination again, which resets everything.
  • Reset to Destination, which does the same.
  • The small arrow beside a row, which resets that one row. A row you added is deleted by its own arrow, since the destination has no row to restore.

Unticking the box at the start of a row is different. It leaves that file out of this export without changing the destination, so the combo keeps its name. See Leaving a file out.

Save as Preset… stores the whole file list under a name of your own: the names, lanes, containers, depths, the template, and the Normal convention. A preset always stores every row turned on, since it describes a folder’s files and not which of them one export wanted.

The preset appears under Yours in the Destination combo on Export Texture and in the Source combo on Texture Folder, so a studio convention is one pick on each side and a folder written by one node is read by the other.

Manage Presets…, the item after it in the Yours group, lists your presets with a Delete button each. Deleting one changes no document: a node made from it keeps its rows, reads Custom, and exports or imports exactly as before.

Texture Folder can be the starting point instead. Its Names section shows the source’s table, one editable row per role, and a read-only Packed row summarizes every file the source reads by a recipe, in the form arm = R ao, G rough, B metal. Edit a row and an amber dot and a reset arrow appear beside it.

  • Reset to Source puts every row back.
  • Save as Preset… stores the table, the packed files, and their lanes under the same Yours list.