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Materials & Textures

The material node graph

A visual, node-based editor for physically-based materials: wire color, roughness, normals, and more into a single output.

Open in the interactive manual →

The interactive version has full-text search, a table of contents, and light/dark themes.


The Material Graph is where materials get serious. You drop in source nodes and wire their outputs into the channels of a single Material Output node. Open it with Edit in Graph on any material card.

Getting around

The graph edits one material at a time (switch with the Material dropdown). The toolbox row has + Add Node, Fit view, the material switcher, and New material. Zoom with the wheel, pan with a middle-drag or Alt+drag, and move a node by dragging its header.

The source nodes

NodeProduces
Solid ColorA flat color.
Scalar ValueA single 0–1 number (great for roughness/metalness).
RampA gradient between two colors.
Fractal NoiseProcedural noise — scale, contrast, up to 8 octaves.
CheckerboardA procedural checker pattern.
Raster MapAn image texture, with repeat and offset.
Channel SplitterPulls one channel (R/G/B/A) out of a packed image — see ORMH below.
Material OutputThe destination. One per graph.

Ramp, Fractal Noise, and Checkerboard are procedural — they synthesize their texture in the browser, no image file needed.

The output channels

The Material Output node accepts a long list of surface channels: Color, Roughness, Metalness, AO, Bump, Normal, Opacity, Emissive, Displacement, Clearcoat, Sheen, Anisotropy, Iridescence, and more. Most channels take a color or a scalar; Normal needs a real normal-map image (a Raster Map).

Wiring a node

  1. Pick a source

    Click Out on a source node (or right-click ▸ Set as source). A hint bar appears.

  2. Pick a channel

    On the Material Output node, click the In socket next to the channel you want. The link is made.

  3. Disconnect anytime

    Click the × on a channel row to clear it. If a source can't drive a channel (a scalar into Normal, say), you'll get a friendly warning.

ORMH: four maps in one image

A packed PBR texture stuffs four grayscale maps into one image's color channels. A Channel Splitter extracts one channel each, following the ORMH convention:

ChannelDrives
RAmbient Occlusion
GRoughness
BMetalness
AHeight / Bump

That's four splitter nodes from one image — or just use the one-click pack builder, which wires it all for you.

Start from a preset, then graph it You rarely build a material from a blank canvas. Apply a starter preset close to what you want, hit Edit in Graph, and tweak its nodes — much faster than wiring from scratch.
Spotted something off, or want a topic covered? Email buck.rackley@gmail.com.