In this quickstart, you’ll create a simple WonderTexture graph, preview it, bake the result into Blender, and use it in a generated material. The point is not to learn every setting yet—it’s to complete the full workflow once from start to finish.
Your First Graph
Build a simple WonderTexture graph from scratch, preview the result, bake it into Blender, and turn it into a material.
Build a Working Texture
Create a WonderTexture Graph
Switch an editor to the Node Editor, choose WonderTexture Node Tree, and create a new graph. Give it a recognizable name such as My First Texture.
New WonderTexture graphs start as Standard graphs unless you change the graph type yourself.
Apply a Base Material Template
Press N, open Graph Properties → Graph Setup, choose Apply Graph Template…, and select Base Material.
The template creates the common PBR outputs: Base Color, Normal, Roughness, Metallic, Ambient Occlusion, and Height.
Add Your First Node
Add a Uniform Color node:
Choose Input → Uniform Color, connect its output to the Image input of the BaseColor Output, then pick any color you like.
Your first complete processing path is now Uniform Color → BaseColor Output.
Preview the Graph
Open the main WonderTexture panel and click Preview Graph. WonderTexture synchronizes the graph with the native engine and evaluates the current result so Node Preview or 2D Preview can show it while you work.
Bake the Output into Blender
Click Bake to Blender. WonderTexture processes the enabled Output nodes and creates or updates their Blender images. For this quickstart, the important one is BaseColor.
Create the Blender Material
With a mesh object active, open the WonderTexture Material panel and click Create / Update Material. WonderTexture builds or updates a Blender shader from the recognized graph outputs and assigns it to the active mesh when possible.
Switch the 3D Viewport to Material Preview or Rendered shading to see the result on the object.
Make a Change
Change the Uniform Color and run Preview Graph → Bake to Blender → Create / Update Material again. You’ve now completed the basic WonderTexture loop: Edit → Evaluate → Bake → Use.
As graphs get larger, WonderTexture can recalculate only the dirty parts instead of treating every edit like an entirely new texture.
Learn the Interface
You now know enough to work with a basic WonderTexture graph. Continue to Interface for the Node Editor header, N-panel, Active Node controls, Graph Properties, Favorites Shelf, Graph Explorer, Library, and 2D Preview.