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Outputs & Materials • WonderTexture

Create & Update Materials

Build and maintain a managed Blender material from WonderTexture PBR outputs, with live controls for UV tiling, tint, AO, normal strength, displacement, opacity, and raw texture maps.

// BLENDER MATERIAL

Build a Managed Shader from WonderTexture Outputs

WonderTexture can build a Blender material directly from recognized Standard Graph Outputs. Click Create / Update Material and WonderTexture creates or refreshes a managed shader that consumes the graph’s baked images.

The two layers stay separate: the WonderTexture graph generates texture maps, while the managed Blender material decides how those maps shade the mesh.

CREATE / UPDATE MATERIAL Build a managed Blender material from WonderTexture Outputs, then adjust its UV, surface, normal, AO, and displacement controls live.

// SETUP

Bake the Images & Create the Material

For a clean first setup, use Define Outputs → Review Bake Settings & Color Space → Bake to Blender → Select the target mesh → Create / Update Material.

Open N-panel → WonderTexture → Material. Click Create / Update Material; WonderTexture creates or reuses a managed material for the current graph and builds its shader structure. If a compatible active Mesh is selected, the material is assigned when appropriate; otherwise it still exists in Blender data.

WonderTexture can build the shader structure even when some expected images are missing, but those textures are reported separately. Material structure and image availability can therefore be repaired independently.

// MANAGED STRUCTURE

How the Generated Material Is Organized

The material contains a WonderTexture-managed Shader Node Group connected to Material Output. Inside are the UV mapping network, Image Texture nodes for graph Outputs, Principled BSDF shading, optional Normal / AO / Height processing, and raw map outputs. The root material stays compact while generated details live inside the group.

Treat the inside of this WonderTexture group as generated data. Create / Update Material can reconstruct it when the Output schema changes.

GENERATED CONTENT CAN BE REBUILT
For permanent custom shading, extend the material around the managed group or consume its raw map outputs rather than relying on hand-edited nodes inside the generated group.
// MATERIAL CONTROLS

Mapping, Base Color & PBR Maps

UV Tiling uniformly scales the UV coordinates used by all managed Image Texture nodes. Increasing it repeats the baked textures more frequently across the mesh. This is a Blender material control and does not recalculate WonderTexture procedural Tiling.

When BaseColor exists, it drives Principled Base Color through Color Tint. White leaves the map unchanged; another color multiplies over it for inexpensive Blender-side variation. If BaseColor is missing, the Tint itself can act as the base-color source.

Recognized data maps connect to their corresponding shader roles:

OUTPUTMATERIAL USE
RoughnessFeeds Principled BSDF Roughness.
MetallicFeeds Principled BSDF Metallic.
OpacityFeeds Principled BSDF Alpha and enables the available transparent-surface behavior.

These numerical maps should normally use Non-Color Color Space.

// NORMAL / AO / HEIGHT

Surface Detail & Displacement

When a baked Normal Output exists, WonderTexture creates a Blender Normal Map node and routes it to Principled BSDF. Normal Strength defaults to 1.0, supports 0–10, and can disable the visible normal contribution at 0 without changing the baked image.

If an AO Output exists, the panel enables Use Ambient Occlusion. When enabled, AO is multiplied over the Base Color path; AO Strength ranges from 0 to 1.

A baked Height Output creates a Blender Displacement path:

CONTROLBEHAVIOR
Displacement StrengthControls displacement scale; default 0.1 with a supported range of -10 to 10.
Displacement MidlevelDefines which height value represents zero displacement; default 0.5.

Visible geometric displacement still depends on Blender render-engine settings, subdivision, and material displacement configuration. Likewise, final Opacity behavior can depend on renderer, shadows, sorting, and scene settings.

// CUSTOM & ADVANCED

Custom Outputs & Raw Map Access

WonderTexture creates Image Texture nodes for available graph Outputs and exposes each map from the managed group. Built-in roles receive automatic shader meaning, while Custom Outputs such as EdgeMask, Wetness, or Curvature remain available as raw map data for your own Blender logic.

Raw access is not limited to Custom Outputs: built-in maps such as Roughness or Height are also available alongside the main Surface and Displacement outputs. This lets advanced materials use WonderTexture managed group → Surface / Displacement / Raw Maps → Your Blender nodes without modifying generated internals.

// LIVE WORKFLOW

Live Controls vs Structure Updates

Once the managed material exists, controls such as UV Tiling, Color Tint, Use Ambient Occlusion, AO Strength, Normal Strength, Displacement Strength, and Displacement Midlevel update the existing group directly. They are Blender-material controls, so you do not need to run Create / Update Material after every small adjustment.

Run Create / Update Material again when the material contract changes—for example after adding or removing Normal, Roughness, Height, Opacity, or Custom Outputs, changing Output roles, or making larger image-assignment changes. Current managed-material updates preserve existing public material-control values where supported instead of resetting them each time.