Data & Socket Types
Understand WonderTexture's texture and function data families, Universal sockets, primary inputs, and specialized graph connections.
Sockets Describe What Travels Through a Graph
Color, Grayscale, and Universal
Universal Sockets?
Many image-processing operations can work with either Color or Grayscale data. A Universal socket lets one adaptive node support both without requiring two separate versions of the same operation.
Conceptually, the same chain can behave as Color → Universal Processor → Color or Grayscale → Universal Processor → Grayscale, depending on what is connected.
Primary Input Adds Processing Context
A Primary Input socket carries the same adaptive texture data but also marks that input as the main texture context for an operation. WonderTexture can use it for Relative to Input resolution, precision and tiling mode, as well as the primary context of reusable graph assets.
Values and Calculations
WonderTexture’s function/value system includes several distinct types:
These values are used for calculations, parameters, reusable functions, and other procedural logic rather than image data.
Special Sockets
Texture Sampler Sockets
Pixel Composer introduces a specialized Texture Sampler. It represents access to an input texture from inside Pixel Composer logic so that the texture can be sampled at chosen UV coordinates.
A regular texture socket carries an image result through a texture graph; a Texture Sampler gives Pixel Composer logic access to a texture it can sample. The full workflow is covered in Pixel Composer Graphs.
FX-Map Connections
FX-Map graphs have their own specialized sockets for describing procedural hierarchy. They are neither ordinary image data nor normal Function values; they exist to build the FX-Map generation structure. See Graph Types → FX-Map Graphs for the details.