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STEP 3: Select Textures & Connect to Materials

Edition: Core and Pro

Purpose

Choose source images, select their placement mode, arrange order, and build the material connection.

Before You Begin

Complete Create Control. Step 3 creates one main texture row for each non-generated part. A mirrored pair shares the selected source image in the UI, while each side receives its own runtime texture network.

Main Texture Interface

Field or action Description Default Edition
Texture for '<prefix>': Read-only selected-file path. No texture selected Core and Pro
Select File... Opens Maya's image file chooser. Core and Pro
is sequence? Treats the source as an image sequence. Off Core and Pro
Projection? Uses projection placement when enabled; UV workflow when disabled. On Core and Pro
Masked Shows masked child controls. Off Pro only
Secondary? Shows secondary texture controls. Off Pro only

Actions

Button Result Edition
Build Final Builds the texture networks and connects the managed output to the material. Core and Pro
Revert Removes the final build while retaining Step 3 UI choices. Core and Pro
/ beside Layer Order (top first): Moves the selected valid layer. Core and Pro
/ in Reorder Existing Layers Reorders built existing layers after a final build. Core and Pro
Scan Scene for Setups Finds Texelator setup groups in the scene. Core and Pro
Load Selected Setup Loads the setup selected in Found Setups:. Core and Pro

Step-by-Step Usage

  1. For every main texture row, click Select File... and choose an image.
  2. Enable is sequence? only for a numbered image sequence.
  3. Leave Projection? enabled for planar projection, or disable it for UV placement.
  4. In Pro, configure Masked and Secondary? as needed.
  5. Select a row in Layer Order (top first): and use / to set top-to-bottom order.
  6. Click Build Final.

Result

Texelator creates file and placement networks, collects the managed texture outputs in a layeredTexture, and connects the result to the selected mesh material. It snapshots the previous material input before building and restores it if the build fails.

How to Verify

The Step 3 status changes to Final texture network built. and Revert for Step 3 becomes the active revert. Inspect the material or render viewport to confirm the selected images appear in the chosen order.

Common Problems

  • A row has no image: choose a file for every main part before building.
  • Wrong placement mode: use Step 3 Revert, change Projection?, then build again.
  • Wrong order: use the pre-build Layer Order list, or Reorder Existing Layers after a successful build.

Pro only

See Mask system for child, nested, and secondary texture behavior.