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Feature reference
What every layer can do.
The full feature list: the six layer types, the controls on every layer, surface and depth, volume, and the export pipeline.
Layer types
The six layer types.
Paint
- Real canvas a true image bound to the layer — paint with Blender’s native brushes, live.
- Resolution per-layer 512 / 1024 / 2048 / 4096.
- Full alpha unpainted areas let lower layers through — decals need no extra mask.
- Any channel paint straight into Roughness, Emission or Bump, not just Base Color.
- Mapping Source, Interpolation, Projection (Flat / Box / Sphere / Tube), Extension + per-axis Location / Rotation / Scale.
Fill
- Flat values Base Color, Roughness, Metallic — no image, no render cost.
- Multi-channel one fill drives several channels at once.
- Tint a low-opacity fill on top grades everything below.
- Parametric every value stays editable forever.
Procedural
- 24 patterns Noise, Voronoi, Marble, Wave, Gabor, Cracks, Wood, Tiles, Weave, Truchet, Caustics, Scatter, Brick, Hex, Checker, Stripes, Magic, Dots, Gradient, Fresnel…
- Parametric Scale, Detail, Distortion, Contrast, Centre — live.
- Colour ramp 2, 3 or N stops with positions, interpolation, manual stops.
- No unwrap Generated / Object 3D space (UV optional) + Polar, Spherical, Swirl, Cylindrical, Triplanar, view parallax.
- Also a mask use the same pattern to gate another layer; selective emission.
Adjustment
- 5 operations Hue/Saturation, Brightness/Contrast, Levels, Color Balance, Gradient Map.
- Any channel grade only Roughness or Metallic — not just colour.
- Non-destructive toggle off and the original is back.
- Stackable layer several grades, reorder, mask any of them.
Reference
- Reuse borrow another layer’s pattern — no duplicates to keep in sync.
- Independent its own blend, opacity, mask and channel routing.
- Raw or composed borrow just the source’s raw pattern, or its full result.
- One → many build a wear mask once, drive colour + metallic + roughness + bump from it.
Group
- Folders organise the stack — collapse, reorder, nest.
- Folder blend blend mode + opacity on the whole group as one.
- Clip clip a group to the layer below.
On every layer
Controls available on every layer.
Output
- One channel route the layer to Base Color, Roughness, Metallic, Emission, Transmission or Alpha.
- Changes the job move a paint from Base Color to Alpha and it stops colouring, starts cutting holes.
PBR Channels
- Stack on top beyond the Output, switch on extra channels on the same layer.
- All at once one Fill can set Base Color + Metallic + Roughness together.
- Own data each channel takes its own image / value, blend and mask.
Blend & opacity
- 19 modes Mix, Multiply, Screen, Overlay, Add, Soft Light, Color, Luminosity…
- Per channel a different blend mode on each PBR channel.
- Animatable keyframe opacity to animate the stack.
Masks
- 11 sources paint, image, AO, curvature/pointiness, edge-wear, dirt, Fresnel, light angle, procedural, Voronoi…
- Combine A + B two mask slots with a combine op.
- Clipping masks clip a layer to the one below.
- No baking smart masks read live from the mesh.
Surface, depth & volume
Surface, depth and volume.
Relief
- Bump relief from any layer’s texture or procedural, with strength & distance.
- Normal normal maps blended as true vectors across layers, not a naive RGB mix.
- Displacement real geometry, per-layer + material-level, with strength / midlevel, adaptive.
Volume & glass
- Transmission glass / refraction weight per layer.
- Volume absorption tinted glass, coloured interiors.
- Volume scatter fog, frosted / cloudy interiors, with anisotropy.
- Material IOR index of refraction for the whole surface.
Emission
- Colour + strength glow on any layer routed to Emission.
- Selective gate the glow to random cells, noise blobs or an image mask.
Alpha
- Cutout Cycles-correct transparency, hashed alpha auto-enabled in EEVEE.
- Math ops add / subtract / multiply alpha across layers for dissolves and gaps.
Pipeline
Import, export and node conversion.
Convert to nodes
- One click the stack becomes a standard Principled BSDF graph.
- No lock-in the .blend keeps rendering even without the addon.
Bake & pack
- Game-ready bake to flat PBR sets for Unreal, Unity or glTF.
- Channel packing ORM-style maps and mask packing.
Import
- PBR sets drop a texture set — channels auto-detected by suffix.
Presets
- .tlm files save, load and share whole stacks.
- 13 included photoreal, stylised, image-driven and emissive starting points.