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Getting Started • WonderTexture

Your First Graph

Build a simple WonderTexture graph from scratch, preview the result, bake it into Blender, and turn it into a material.

// QUICKSTART

Build a Working Texture

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.

QUICKSTART Create, preview, bake, and use your first WonderTexture graph.

// STEP 01

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.

STANDARD GRAPH
Standard graphs are the main texture-processing graphs in WonderTexture. Function, Pixel Composer, and FX-Map graphs handle more specialized jobs and are covered later.
// STEP 02

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.

TEMPLATE, NOT A REQUIREMENT
Templates are just shortcuts for common layouts. You can always create, remove, or configure Output nodes manually.
// STEP 03

Add Your First Node

Add a Uniform Color node:

SHIFT+AOpen the Add menu

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.

// STEP 04

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.

PREVIEW IS NOT A BAKE
Preview Graph is for interactive inspection. Bake to Blender and Export Files create persistent outputs for use inside or outside Blender.
// STEP 05

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.

OUTPUTS CONTROL THE BAKE
Bake to Blender only processes Outputs enabled for Bake/Export. Output configuration, Color Space, Auto-Bake, and file export are covered later in Outputs & Materials.
// STEP 06

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.

GRAPH AND MATERIAL ARE SEPARATE
The WonderTexture graph generates texture outputs; the Blender material consumes the baked images. That separation becomes important in more advanced workflows.
// TRY IT

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.

// NEXT

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.