Texture Material
Last updated
Last updated
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The Texture Material allows you to import a texture-based material into World Creator. Besides simple texture loading, it also offers advanced sampling algorithms to achieve a better textured terrain result.
Saturation Alters the saturation of the albedo texture.
Contrast Alters the contrast of the albedo texture.
Brightness Alters the brightness of the albedo texture.
Normal Strength Changes the strength of the normal texture.
Flip Normal Y Flips the up channel of the normal map. Some rendering engines have inverted Y channels for normal maps, this allows you to load in all kinds of normal maps.
Is Gloss Switches the roughness map to be interpreted as a gloss map.
Tile Size Adjusts the tile size of the final material.
Tile Offset X Shifts the texture in the X direction.
Tile Offset Y Shifts the texture in the Y direction.
Triplanar Projection Applies triplanar projection to the material. This means that the texture is not only projected from the top down as usual, but is also projected from the X, Y and Z axes and then blended together. This results in a material that is able to add detail to steep surfaces that would normally be problematic due to stretched UVs.
Triplanar Projection is a shader-based effect that cannot be exported as a texture. To get the same effect in your preferred rendering engine, look for a triplanar shader in their respective material system.
Stochastic Distribution Switches the standard tile based sampling to a randomized sampler that reduces visible tiling over large areas.
The Stochastic Distribution is a shader-based effect that can be exported in a baked colour map of the terrain. However, if you plan to use tiled textures (which is highly recommended for close up detailed terrain), you'll need to look for a similar shading effect in your render engine.
Height Blending Applies height blending to the material. This works in conjunction with a displacement texture.
Use Texture Import Pattern Tells the importer to load all textures of the material at once.
Albedo The color map of the material.
Normal The normal map of the material.
Rough The roughness map of the material. Can be switched to a gloss map.
Ambient The AO map of the material.
Displace The displacement map of the material.