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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.

Texture Layer Manager — $19.99, one-time.

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