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