Textures & PBR packs
How images become materials, which formats are supported, and how 3dCMS streams textures so big scenes stay light on memory.
Open in the interactive manual →The interactive version has full-text search, a table of contents, and light/dark themes.
A texture is an image used as a material channel — a wood photo for color, a normal map for surface detail, a packed map for roughness/metal. They come into the graph through Raster Map and Channel Splitter nodes.
Adding a texture
Each texture field has a URL box, a Library button (browse built-in textures and your own uploads), and an Upload… button. Click an image in the Asset Library and 3dCMS even creates a textured plane for it automatically.
Supported formats
| Where | Formats |
|---|---|
| Built-in textures | PNG, JPG, WebP, AVIF, GIF |
| Uploaded images | PNG, JPG, WebP, AVIF, GIF, SVG, plus HDR / EXR (as HDRIs) |
Texture streaming
Image-heavy scenes — especially imported websites — could exhaust a phone's GPU memory if every picture loaded at once. 3dCMS streams them intelligently:
- Lazy by distance: a texture only loads when the camera comes near it; until then a placeholder holds its place.
- Proxied & sized: external images load through a CORS-safe proxy and are requested no larger than the device can use.
- Bounded residency: once too many textures are in memory, the farthest ones are released and re-stream if you return.
You can cap how many image textures stay resident in Settings ▸ Viewport Feel — a useful knob for big mobile scenes.