Layers
Each texture set has a layer stack, edited in the Layers panel. Layers composite top-to-bottom — upper layers paint over lower ones.
Layer types
| Type | What it is |
|---|---|
| Paint | Hand-painted pixels — what you brush, fill, and stamp onto the surface. |
| Fill | A procedural layer that fills its channels from a constant colour or a source (image / bake / generator). Pair it with a mask to confine it. |
| Folder | Groups layers together; the group's opacity, blend mode, and mask apply to everything inside. |
Paint vs Fill layers
Paint and Fill are the two main ways to put content on the surface, and they work in opposite ways:
| Paint layer | Fill layer | |
|---|---|---|
| Workflow | Destructive — brush, fill, and stamp bake pixels straight into the layer, just like a Photoshop pixel layer. | Recipe-based / non-destructive — stores how to fill, not baked pixels. Every setting stays editable and re-evaluates live. |
| Editing | Paint over, erase, or smudge what's there; once a stroke is laid down it isn't separately re-editable. | Change the source, colour, or transform at any time — nothing is "baked in." |
| Merging | Can be merged down into a single pixel layer, Photoshop-style (see Reordering, grouping & merging). | Merging bakes the recipe into pixels, so it's no longer re-editable afterward. |
On a Paint layer you choose which channels a stroke writes through the brush's channel mask — paint a single channel (just Roughness), or several at once (Base Color + Normal), or all of them. See Brush settings & channels.
Fill layer properties
A Fill layer's Properties are a recipe with two parts: a per-channel source, and a shared texture transform.
Per-channel source
Each channel (Base Color, Roughness, …) shows a uniform value / colour by default. Each channel's title box is a drop target — drag a bake or an imported image onto it to drive that channel from that texture instead: the value control is replaced and a thumbnail appears in the box. Click the ✕ on the box to remove the texture and go back to the value. (There's no source dropdown — you drag to bind.)
| Source | What it does |
|---|---|
| Value / Colour | A constant — the default, until you drop a texture. |
| Bake | Drag a baked map (Curvature, AO, World Normal, …) from Shelf ▸ Bakes. |
| Image | Drag a texture imported via Shelf ▸ Images. |
Texture transform
Always shown, and applied to every channel driven by a bake or image (shared across the whole fill layer; a value-only layer just ignores it):
| Control | Effect |
|---|---|
| Projection | UV (use the model's UVs) or Triplanar (project from three world axes — no UVs or seams needed). |
| Tiling U / V | How many times the texture repeats (0.01–16). Link Tiling U/V drives both from one slider. |
| Offset U / V | Slide the texture across the surface. |
| Rotation | Spin the texture, −180…180°. |
| Wrap | What happens past the texture's edge — Repeat, Repeat H/V, Clamp, Mirror, or Clip (decal) (transparent outside the image). |
| Filter | Bilinear (smooth) or Nearest (crisp pixels). |
| Triplanar Hardness | (Triplanar only) how sharp the blend is between the three projection planes. |
Blend mode & opacity
- Opacity — how strongly the layer shows over what's below.
- Blend mode — how the layer's colour combines with the layers beneath.
The full blend-mode set, grouped by family:
| Family | Modes |
|---|---|
| Normal | Normal |
| Darken | Darken, Multiply, Color Burn, Linear Burn |
| Lighten | Lighten, Screen, Color Dodge, Linear Dodge (Add) |
| Contrast | Overlay, Hard Light, Soft Light, Linear Light, Vivid Light, Pin Light |
| Inversion | Difference, Exclusion, Subtract, Divide |
| Component (HSL) | Hue, Saturation, Color, Luminosity |
| Special | Replace, Pass Through |
Most modes blend each R/G/B channel independently and match the same names
in Substance Painter, Krita and Photoshop. The HSL family instead works in
hue/saturation/luminosity space — e.g. Color takes the hue and
saturation of the upper layer but keeps the luminosity of what's below.
- Replace — overwrites instead of blending: the layer's per-pixel alpha is forced to full coverage, so the layer paints solid over whatever is beneath (layer opacity and any mask still gate the result). Use it to punch a channel through cleanly.
- Pass Through — valid on folders only. Instead of
compositing the group as a single image, the folder's children blend
directly with the layers outside the folder, as if the folder weren't
there. On a Paint or Fill layer it falls back to
Normal.
Per-channel control
A layer doesn't have to touch every channel. You can enable or disable each channel per layer, so a layer can affect (say) only Roughness, or paint Base Color + Normal but leave the rest. Toggle a layer's channels from the Layers / Properties panel.
Layer effects
Beyond masks, a Paint or Fill layer can carry one or more effects in its content stack. On a Paint or Fill layer, add one with right-click ▸ Add Effect. Unlike mask generators (which only shape a grayscale mask — see Masks & generators), effects modify the layer's own colour content. They composite top-to-bottom within the layer and apply before the layer blends into the stack below. Effects are available on Paint and Fill layers.
| Effect | What it does |
|---|---|
| Fill | A multi-channel fill applied inside the layer — it works just like a Fill layer: each channel is a value/colour by default, or drag a bake/image onto the channel's title box (✕ to clear), with a shared transform, plus its own blend mode. Lets one layer recolour or override several channels at once without a separate Fill layer. |
| Levels | Remaps tones with the five Levels handles — input black / mid (gamma) / white and output black / white, plus a clamp. On a content layer it targets one channel (Base Color by default) and can edit the master curve or an individual R/G/B component; an Invert toggle swaps the output black and white. |
| HSL | Hue / Saturation / Lightness colour grade, with an added Contrast control. Adjusts the layer's Base Color. |
| Kuwahara | Edge-preserving painterly smoothing — flattens colour into soft, brush-stroke-like regions while keeping edges crisp. Driven by a radius. Applies to Base Color. |
Reordering, grouping & merging
- Reorder — drag a layer up or down (or use the toolbar arrows).
- Group — put layers in a folder to organise and mask them together.
- Merge down — combine a layer into the one below it.
Masks (which hide parts of a layer) have their own page — see Masks & generators.