Material Channel View

Each garment can have up to 9 texture channels, which work together to form the final texture of the clothing when using the PBR Shader Type.

Use the drop-down list to select a channel and toggle between 3D and 2D views from the toolbar for inspection.

  • 3D View: For viewing the garment as a fully-textured 3D model.
  • 2D View: Displays the texture of the selected layer for close inspection.

Material Channel

2D View

3D View

Description

General Map

Simulates real-world material appearance under lighting conditions, enhancing texture quality by using physical material properties defined primarily through Metallic and Roughness maps.

Base Color Map

Projects the bitmap image onto the 3D surface while retaining the image’s original pixel colors.

Normal Map

Defines the orientation of surfaces.

Generation:
It can be generated in the Texture Editor by using the Generate Normal tool.

Roughness Map

Describes the surface’s micro-level coarseness. Areas mapped in white are relatively rough, while those mapped in black are perfectly smooth.

Generation:
It can be generated in the Texture Editor by using the Generate PBR feature.

Metallic Map

Controls surface reflectivity, classifying areas of the mesh as metallic or non-metallic. White indicates complete reflectivity; black indicates none.

Generation:
It can be generated in the Texture Editor by using the Generate PBR feature.

Color ID Map

Used as a color mask that allows different materials to be applied to specific, separate regions of the clothing.

Curvature Map

Serves as a reference map for AI-generated aging effects, where elevated mesh areas appear white and recessed areas appear black to guide certain surface effects.

AO Map

Improves the perception of depth on the mesh by shadowing the seams or overlapping areas.

Opacity Map

Creates transparency and cut-out effects from a grayscale image. Black areas are removed, white areas are fully visible, and gray values determine the object's transparency (alpha) level.