Texture Manager Panelο
See also
In order to access the Texture Manager panel, refer to the Texture Manager Button chapter
The texture manager panel is used to access the texture management features of the current material, please note, the material must be created with Nexus setting Material Type
Hereβs how the texture manager looks, in an example from the diffuse property:
Note
The texture manager can be of 3 types, for 3 types of Texture Map: RGB Map, Black and White and Normal Map
Tip
The Texture Manager panel is very interesting, as it allows you to access all the materials present in the library of Extreme PBR and therefore to change the texture on the fly on the current material. This allows you to change also the roughness maps or any other map, so you can edit the maps of a material and customize the situation at will.
All the buttons indicated below are those of the texture manager of each property:
Note
The buttons that do not have the square icon with Image (That is, those with the import arrow icon) are the buttons that indicate that the map is not present, therefore no map has been applied for that property. Not all properties require a map, so not all properties have a square button with an image.
Texture Manager RGBο
This is the Texture Manger panel to manage RGB type textures:
Material Browserο
From Material Browser you can choose the material present in the selected category and then access its textures, if present in the chosen material.
Search Categoryο
By clicking on the category search button, you can choose the category of materials from which to choose the material. You can enter the name to search for the material you are interested in.
Search Materialο
By clicking on the Search Material button you can search for the material you are interested in, entering the name of the material to search for. Once identified, it will be shown in the preview Material Browser and you can access its textures.
Texture Browserο
By clicking on Texture Browser you will have access to the preview of all the textures present in the material selected in the Material Browser. You can import and replace the current texture with the one selected via the Add button explained below.
Addο
The Add button allows you, once you have chosen the texture to apply (or replace) to apply it to the current property in this case the Diffuse. The texture applied will be shown in the preview of the texture used.
Recycle if Existsο
If active, at the moment you apply a texture from the Texture Browser and this texture is already present in the scene, the texture already present in the scene will be applied, otherwise the texture chosen from the Texture Browser will be applied.
I recommend leaving this option active in order to avoid having duplicate textures in the scene.
Texture resolutionο
By the resolution selector, you can choose which resolution to use for the selected texture.
Note
This will only take effect by applying the texture, it will not affect the texture already in use.
Search Data Imagesο
By clicking on the Search Data Images button you can search for the images present in the scene, that is in the bpy.data.images of the current project. It allows you to view and search among all the images you are using in the project. This is useful for reusing images already present in the project and not having to search for them every time, so as to have the project cleaner and less heavy.
Texture Nameο
By this text box, you can view the name of the current Texture Image and also edit it if necessary, simply by clicking on it and typing the new name.
Import Image Textureο
By pressing this button a file browser will open, from which you can load the image to use as a texture, one once selected and imported, the current texture (if present) will be replaced with the one just imported.
Remove Textureο
By pressing the Remove Texture button, the current texture will be removed, so no texture will be used for the current map.
Once the texture has been removed, the panel will be shown approximately in this way, with an image icon preview:
Mute textureο
This checkbox allows you to hide the texture from the current material.
Tip
This can be useful if your material exceeds the number of 24 Textures, which is a Blender limit some texture map you can mute them in order to save space for other textures.
Use Alpha Channelο
If active, and if the texture is of type for example PNG in which an alpha channel is present (Used as a rule for transparencies) this will be used for the transparency of the texture.
Tip
Extreme PBR materials have a special Alpha map, so they do not need this option, but it is still important if you have imported a texture with an alpha channel and want to use it for transparency.
Note
This button is only present in the Diffuse properties in the different texture managers you will not find this button.
Copy Paste Textureο
These 2 buttons allow you to Copy the image currently used in the material and paste it into another material. The texture will be copied to the clipboard.
Adjust color propertiesο
By this properties you can adjust the color of the texture, so you can edit it as you like.
Exposure - Adjusts the exposure of the texture, so you can make it brighter or darker.
Contrast - Adjusts the contrast of the texture, so you can make it more contrasted or less contrasted.
Hue - Adjusts the hue of the texture, so you can make it more red or more blue. (If the map has few colors, it may not have a marked effect)
Saturation - Adjusts the saturation of the texture, so you can make it more or less colorful.
Invert Map - Inverts the texture, that is, makes it negative.
Enable Individual Vectorο
This button activates / deactivates the node before the image texture, so that you can modify the texture vector independently of the others present in the current material.
Reset Valuesο
This button resets the values of the individual vector to the default values.
Individual Vectorsο
These properties behave exactly like those described here:
These properties are linked only to the current texture, and not to the other maps of the material.
Texture Manager Non-Colorο
This version of the texture manager differs from the others, as it is used for Black and White textures, that is, maps like:
Transparent
Roughness
Metallic
Ambient Occlusion
Bump/Displace
Specular
Etcβ¦
So all Black and White type maps.
Here are the properties of this panel that are identical to those of the classic Texture Manager panel:
Invert Mapο
Invert map button, allows you to invert the texture, that is, make it negative. The effect of this map is inverted. For example, if a Metal map, once the metallic part becomes non-metallic and vice versa.
From Min From Maxο
These 2 sliders allow you to adjust the minimum and maximum value of the texture, so you can adjust it as you prefer, and make the effect of the texture more or less marked and strong, especially in the detachment between White and Black, which are in fact the colors of the map that decide where the effect is present (White) and where it is not present (Black)
Texture Manager Normalο
This panel is almost identical to the previous Texture Manager, but is used for Normal maps, so it has some more properties in addition to these:
Use Normal Generatedο
Use Normal Generated button allows you to generate, through the appropriate nodes present in the material, to generate a Normal map from the maps present in the material.
Hint
This is useful if for example you are using a material that does not contain a Normal Map, or you have imported a material that only has the diffuse map. The effect obtained will still be good, even if not perfect.
Generated Fromο
Once activated, you can also choose which map to use from the dropdown menu, the maps present in the material will be shown, the one selected will be used to generate the Normal map.
Normal Invert X/Yο
These 2 buttons allow you to invert the X and Y axes of the Normal map, this is useful if the Normal map is created for game environments, where the axes are reversed compared to Blender.
Important
All the maps present in Extreme PBR default library, are all aligned with the right direction X and Y, so it is not necessary use these buttons, unless you import maps from other material packages where some axes are reversed.
Tip
If you want to invert the Normal map, so that the relief effect is reversed, activate both buttons
Gamma Correctionο
Gamma Correction, allows you to adjust the Gamma value of the Normal map, this is useful if the Normal map is too strong or too weak, in this way you can adjust it as you prefer and make it the best.
Texture Manager Videoο
This Texture Manager panel version is used for Video textures, so it has no particular functions because if you are using the Shader Maker Video, all the necessary properties are already present in the Material Editor panel described here: Shader Maker Video