WonderTexture uses Blender’s Node Editor as its main graph workspace. Switch an editor to the WonderTexture Node Tree, and you can work with familiar Blender node navigation while WonderTexture adds its runtime controls, previews, panels, and graph tools around the editor.
Node Editor & Main Controls
Learn the WonderTexture Node Editor workspace, runtime header controls, graph identity overlay, and the main WonderTexture panel.
The WonderTexture Node Editor
Know Which Graph You Are Editing
The upper-left corner of the canvas shows the current WonderTexture graph name and its graph-type icon. This is especially useful when moving between nested Graph Instances, Function Graphs, Pixel Composer graphs, and FX-Map graphs in the same Blender session.
Runtime and Graph Controls
When a WonderTexture Node Tree is active, the Node Editor header adds the controls you need for the current graph and runtime state:
Resolution and Precision in the Header
Res and Fmt are shortcuts to the active graph’s base resolution and precision settings. They edit the same values available in Graph Properties.
For inheritance modes, relative sizing, and texture formats, see Core Concepts → Resolution & Precision.
The WonderTexture Main Panel
Press N and open the WonderTexture tab. The main panel summarizes Runtime Status and provides the primary actions used to evaluate or produce graph outputs.
Depending on the current state, Runtime Status can offer Start Engine, Stop Engine, Connect, Sync Graph, Auto Detect, or System Check.
Preview, Bake, and Export
Below Runtime Status are the main graph actions: