The Shelf
The Shelf is your asset library. It holds reusable content you drag into the scene — brush alphas, baked maps, imported images, and smart materials — organised into tabs.
Tabs
| Tab | Contents | Drag onto |
|---|---|---|
| Alphas | Brush footprint shapes (procedural + imported). See Stamps & alphas. | Click a tile to set the brush stamp. |
| Fill Layers | Prebuilt fill-layer templates. | The Layers panel, to add the fill layer. |
| Smart Materials | Saved layer stacks you can re-apply. See Smart materials. | The model, to apply. |
| Images | Images you've imported as sources. See Importing textures. | A mesh-map slot in Texture Set Settings. |
| Bakes | The active set's baked mesh maps, with a status badge (Baked / Not Baked / Pending). | A Fill layer's channel slot, or a mask Bake Sample row. |
Smart materials
A smart material is a whole layer stack — fills, masks, generators and all — saved as a reusable asset. Build a great metal or wood once, then drop it onto any model.
Capture
Group the layers you want to save into a folder, then right-click it in the Layers panel and choose Save as Smart Material…. The captured asset includes the whole folder subtree — fills, paint layers, masks, generators, blend modes and opacities — plus the painted pixels of any paint layers and any imported images those layers reference. It appears in the Shelf's Smart Materials tab.
Apply
Drag a smart material from the Shelf onto the model to add its layers above the active set. (You can also right-click a layer ▸ Apply Smart Material… and pick a file.) Channels are remapped to the target set, so a material made for one mesh works on another. Applying is undoable.
Manage
Right-click a tile to rename or delete a smart material, or to open
its folder. Materials are stored as portable .cgmat files in the
CGP library folder next to the app (under Smart Materials/) —
so they carry between projects and machines. Point the library somewhere else, or
add extra read-only library folders, in Preferences ▸ Library.
Importing textures
Bring an external image into the project and use it as a source — anywhere a texture source is accepted: a fill layer, a fill effect inside a paint layer, or a mask.
Importing an image
In the Shelf's Images tab, click Import image… (multi-select is fine), or
drag image files straight onto the tab. Imported images live in the project.
Supported formats: .png, .jpg/.jpeg,
.bmp, .tga, .tif/.tiff,
.webp.
Using it as a source
- Fill layer — set a channel's source to the image.
- Mask — drive a mask from the image (via a Texture Sample generator).
Each source has its own UV transform — tiling, offset, rotation, plus wrap and filtering — so you can place and repeat the image independently.