The Active Node panel gives you a focused set of controls for whichever WonderTexture node you currently have selected. Press N in the Node Editor, open the WonderTexture tab, and expand Active Node; the panel updates automatically as you move between nodes.
Active Node Panel
Inspect and edit the selected WonderTexture node, including resolution, precision, tiling, seed, and node-specific parameters.
One Panel for the Active Node
Resolution, Precision, Tiling, and Seed
All texture-processing nodes include a collapsible Base Parameters section. These settings control how the node fits into the graph’s processing context.
For the complete resolution and precision inheritance model, see Core Concepts → Resolution & Precision.
Tiling Mode
Tiling now follows the same inheritance model as resolution and precision. Relative to Input inherits tiling from the node’s primary texture input, while Relative to Parent inherits it from the surrounding graph. When tiling is defined explicitly on the node, you can choose No Tiling, Horizontal, Vertical, or Horizontal & Vertical. The exact visual result still depends on the node doing the processing.
Random Seed
Nodes that use randomness can read the Random Seed value from Base Parameters. Keeping the graph state and seed unchanged keeps deterministic procedural results stable. WonderTexture also supports graph-level seed behavior when you want coordinated variation across several nodes; that is covered later with the relevant graph and parameter tools.
Node-Specific Parameters
Below Base Parameters, the panel shows controls specific to the selected node. A Blur node naturally exposes filtering controls, while a Transform node focuses on position, scale, and related transform settings. More complex nodes can group controls into collapsible sections so the panel stays manageable.
Exposed Parameters in Instances
Reusable WonderTexture assets can expose selected parameters as their public interface. When an instanced or baked node provides them, the Active Node panel uses the labels and parameter groups defined by the source asset, turning a complex internal graph into a much smaller set of controls for everyday use.
Exposing parameters and designing reusable interfaces are covered in Parameters & Instancing.