Layer Type · Procedural
Procedural Layer
24 parametric patterns generated in 3D space — so they’re sharp at any resolution and need no unwrap (UV is an optional coordinate mode). Pick a pattern, dial it, swap it — the viewport updates live, with no node tree to rewire.
A single procedural layer, generated in 3D object space — no UVs.
What it does
A procedural layer computes its pattern mathematically rather than sampling an image. That means it stays crisp at any resolution, tiles seamlessly, and costs almost no texture memory — and because it’s evaluated in 3D space, it wraps a model with no seams and no unwrapping.
Set the look with a handful of sliders, then send the result to any PBR channel — colour, roughness, bump, emission — or use the same pattern as a mask for another layer.
Live in the viewport · no unwrap needed (UV optional) · resolution-independent
The library
24 patterns, grouped by what they’re for.
Switch the pattern type from a dropdown and the viewport updates instantly. By category:
Noise & fractal — organic, cloudy surfaces
Cellular — stone, scales, cracks, dots, scatter
Tiling & geometric — man-made surfaces
Waves & gradients — veins, ramps, anisotropy, caustics
Surfaces & materials — wood, fabric, wear
Parameters
The controls on every pattern.
Scale & detail
Pattern size, plus how many octaves of fine detail layer on top.
Distortion & warp
Bend the pattern with noise — straight bands become organic, hand-marbled flow.
Colour ramp
Two, three or N colour stops with positions and interpolation — map one pattern to a full spectrum.
Coordinate space
Generated or Object (3D, no unwrap), or UV when you want it — plus polar, spherical, swirl and cylindrical transforms.
Contrast & centre
Tighten the transition into a crisp edge or a soft gradient, and shift where it sits.
View parallax
Slide the pattern by viewing angle — the holographic-foil trick, on any pattern.
Route & mask
Drive any channel — or gate another layer.
A procedural isn’t only colour. Point the same pattern at Roughness for smudges, at Bump for relief, at Emission for glow — or set it as a layer’s mask so another layer lands exactly in its cells, cracks or bands.
- Voronoi → Base Color — the stones.
- Same Voronoi → Bump — raises each stone.
- Voronoi edges → a dirt layer’s mask — grime lands in the joints.
- Brick / Hex → Base Color — the panels.
- Seams → Emission — glowing grooves.
- Noise → Roughness — uneven wear.