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Graph Types • WonderTexture

Standard Texture Graphs

Learn how Standard Graphs process texture data, define reusable inputs and outputs, expose parameters, and serve as the main material-building graph type in WonderTexture.

// STANDARD GRAPH

The Main Texture-Processing Graph

A Standard Graph is WonderTexture’s main graph type for procedural textures and materials, and new WonderTexture graphs start as Standard by default.

The basic flow is Generate or receive textures → Process them → Combine them → Produce named outputs. A Standard Graph can be a complete material, a standalone texture processor, a reusable subgraph, or the source for a baked WonderTexture node.

REUSABLE STANDARD GRAPH Turn a Standard Graph into a reusable texture processor by defining inputs, outputs, and exposed parameters, then instance it inside another graph.

// GRAPH INPUTS

Define Reusable Texture Inputs

Standard Graphs can expose dedicated graph inputs:

INPUTDESCRIPTION
Input ColorTexture InputColorDefines a Color texture input that becomes available when the graph is reused through a Graph Instance.
Input GrayscaleTexture InputGrayscaleDefines a single-channel texture input for reusable mask, height, or data-map workflows.
Input UniversalTexture InputAdaptiveDefines an adaptive texture input that can participate in Color or Grayscale workflows.

The Input node label becomes the user-facing socket name on an instance, so a reusable graph can expose clean names such as Source, Mask, and Distortion instead of internal implementation names.

// PRIMARY INPUT

Choose the Main Texture Context

One graph Input can be the Primary Input, providing the main texture context for input-dependent behavior. For resolution and precision inheritance, see Core Concepts → Resolution & Precision.

// GRAPH OUTPUTS

Define One or More Named Texture Results

Standard Graphs use Output nodes for final texture results. An Output can use a recognized PBR role or a custom name:

INPUTDESCRIPTION
BaseColorDefines the primary color/albedo output.
NormalDefines a normal-map output.
RoughnessDefines a roughness data map.
MetallicDefines a metallic data map.
AODefines an ambient-occlusion map.
HeightDefines a height or displacement map.
OpacityDefines an opacity or alpha map.
EmissionDefines an opacity or alpha map.
CustomDefines an arbitrary user-named output.

A single Standard Graph can contain several Outputs, so one graph can produce a complete texture set.

// REUSABLE INTERFACE

Output Order Matters

Each Output has an Order value. When the graph is reused through a Graph Instance, WonderTexture uses that value to order the instance’s output sockets. A simple sequence such as 0 BaseColor → 1 Normal → 2 Roughness → 3 Height keeps the public interface predictable.

AVOID DUPLICATE OUTPUT ORDER VALUES
Give reusable outputs clear, unique Order values. WonderTexture warns when Outputs in the same graph conflict.
// INSTANCING

Reuse a Standard Graph Inside Another Standard Graph

Add Shift+A → Input → Graph Instance and select a Standard Graph as the source. WonderTexture builds the instance from the source graph’s texture inputs, exposed parameters, Output Size, Random Seed, and Output nodes.

The source remains a separate WonderTexture graph, and several instances can reference it at once.

INSTANCE, NOT COPY
Editing the source changes the reusable system itself. Each instance can still provide its own input connections, parameter overrides, sizing context, and random seed.
// PROCESSING CONTEXT

Instances Can Adapt to Their Parent

A reusable Standard Graph can adapt its processing context when used as an instance. See Core Concepts → Resolution & Precision for the resolution and precision model.

Instances Have Their Own Random Seed

Graph Instances have a Random Seed input. WonderTexture combines that instance seed with the surrounding graph’s random context before evaluating the source, so multiple instances can share one graph while still producing controlled variations.

Standard Graphs Can Bake and Export Textures

Enabled Standard Graph Outputs can be previewed, baked into Blender, exported as image files, and used to build Blender materials when their roles match supported PBR channels. The full production workflow is covered under Outputs & Materials.

A Standard Graph -> Baked Node

A completed Standard Graph can also be baked into a reusable WonderTexture node. That is different from Bake to Blender: Bake to Blender produces texture images, while Graph Baking packages procedural graph logic as a reusable asset.

Graph Baking, library metadata, versioning, and .wtnode sharing are covered in their dedicated documentation.