Mixer allows you full control over a layer’s different channels, such as Roughness, Metalness etc. This makes layers modular and highly customizeable. Please refer to the channel list below to learn which controls each channel provides.

Metalness Workflow Maps

With every base layer, solid layer, surface or atlas layer Mixer is providing channel specific controls including:

Albedo

Used in the Metalness workflow, this map contains the color information of the surface.

Load: You can load an albedo map from your directory
Remove: Remove an albedo map already their
Opacity: Change the opacity of Albedo map
Contrast: Increase or decrease values of light and dark pixels
Match to Underlying: Matches values of the map to the underlying layer

Normal

A normal map is an image texture mapped to the surface of a model, which defines in which direction light will reflect after hitting the surface. It gives us normal at each pixel.

Load: You can load a normal map from your directory
Remove: Remove a normal map already their
Opacity: Change the opacity of Albedo map
Strength: Increase or decrease strength of normals
Invert X: Invert normals in X direction
Invert Y: Invert normals in Y direction
Generate from Displacement: Generate normal map from displacement

Roughness

This greyscale map contains the metallicity of the surface. A metallic surface’s specular reflection is created with color information from the Albedo map. A nonmetal will use color information from the light. The more metallic a surface, the higher the intensity of specular reflections.

Load: You can load a roughness map from your directory
Remove: Remove a gloss map already their
Opacity: Change the opacity of Albedo map
Contrast: Increase or decrease values of light and dark pixels
Match to Underlying: Matches values of the map to the underlying layer
Invert Source: Inverts the effect of map

Metalness

Used in the metalness workflow, this greyscale map contains the metallicity of the surface. A metallic surface’s specular reflection is created with color information from the Albedo map. A nonmetal will use color information from the light. The more metallic a surface, the higher the intensity of specular reflections.

Load: You can load a metalness map from your directory
Remove: Remove a gloss map already their
Opacity: Change the opacity of Albedo map
Contrast: Increase or decrease values of light and dark pixels
Match to Underlying: Match values to the underlying layer
Invert Source: Inverts the effect of map

Occlusion

A greyscale map that holds information for occluded areas to create shadows. These shadows add extra detail to the darker areas of your surface.

Opacity: You can change the opacity of Albedo map
Strength: Increases or decreases strength of occlusion

Displacement

A greyscale map that determines how much the surface is displaced along the normal. Used alongside the normal map, this can be used by engines or renderers to actually displace the geometry for more realistic depth.

Load: You can load a displacement map from your directory
Remove: Remove a gloss map already their
Opacity: Change the opacity of Albedo map
Strength: Increases or decreases strength displacement
Invert Source: Inverts displacement values

Curvature

A curvature map stores the convexity/concavity of the mesh. Also called Concavity, Convexity, Pits & Peaks, Worn Edge.

Load: You can load a curvature map from your directory for a custom mesh or it can automatically be assigned in case of importing a 3D asset from library.
Remove: Remove a curvature map already their

Common for many of the channels is the Blending and Opacity. Please refer to the Blend Modes page to familiarize yourself with them.

Material ID

Load: You can add a material ID map generated in an external 3D package of your choice
Reload: Reload ID map if an existing map has been modified with the same name
Remove: Remove the imported ID map
Available IDs: ID’s from Loaded Map is where the user can view and rename existing IDs from the map to something that is meaningful to them. By default, these get named by what color they contain.
Unassigned IDs in Mix: These are overview Material IDs that are checked in Mask Components, but do not match a color in the loaded map. This can happen when loading a Smart Material or removing the map. If the map is swapped to one with matching colors, unassigned IDs are automatically assigned and show up below Unassigned IDs in Mix

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