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Core Concepts • WonderTexture

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

Texture Data
Carries image-like GPU texture results such as Color, Grayscale, and Universal textures.

Function / Value Data
Carries values used for calculations and parameters, such as Float, Integer, Vector, Boolean, and String data.

// TEXTURE DATA

Color, Grayscale, and Universal

INPUTTYPEDEFAULTDESCRIPTION
ColorTextureRGBARepresents a multi-channel color texture.
GrayscaleTextureSingle ChannelRepresents a single-channel texture used for masks, height, roughness, procedural values, and similar image data.
UniversalTextureAdaptiveRepresents texture data that can participate in either Color or Grayscale workflows depending on graph context.
Primary UniversalTextureAdaptive + PrimaryA Universal texture socket additionally marked as the primary texture input for workflows where input context matters.

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.

UNIVERSAL DOES NOT MEAN ANY DATA
Universal means flexible within WonderTexture’s texture family. It still does not accept Float, Integer, Boolean, String, or other function data as if those values were textures.

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.

// FUNCTION DATA

Values and Calculations

WonderTexture’s function/value system includes several distinct types:

INPUTDESCRIPTION
FloatValueScalarRepresents a floating-point numerical value.
IntegerValueWhole NumberRepresents an integer value.
BooleanValueTrue / FalseRepresents a logical state.
Vector2Value2 ComponentsRepresents a two-component numerical vector.
Vector3Value3 ComponentsRepresents a three-component numerical vector.
Vector4Value4 ComponentsRepresents a four-component numerical vector. Some controls can present Vector4 data with a color-style editor when appropriate.
Enum (Int)ValueInteger-backedRepresents a predefined choice whose runtime value is stored as an integer.
StringValueTextCarries textual data where supported.

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.