The PBR map set
Base color (albedo), normal, roughness, metallic, emissive, ambient occlusion, and height/displacement. The renderer reads each channel in its correct color space — sRGB for albedo and emissive, linear for everything else — so the mesh shades the way the artist intended without manual gamma wrangling.
Assigned per material
Imported 3D models expose their materials in the inspector. Drop a texture set onto a material slot and every map binds at once; or override individual channels — swap just the base color, keep the original normals. Tiling, UV offset, and per-channel intensity are exposed as numeric params.
Audio-bindable surface
Tiling rate, UV offset, emissive intensity, and roughness scale are all numeric params — bind them to audio bands, onsets, or sweeps the same way you bind effect params. Make a chrome surface pulse rougher on the kick, or scroll a tiled grid texture on a phrase envelope.
Seamless tiling + HDR ready
Textures imported as a seamless tile flag for repeat sampling; the inspector shows the tiling preview so you can verify before going to stage. HDR (EXR / .hdr) is supported for emissive maps and environment lighting so high-dynamic content survives the bloom + tonemap pipeline intact.
AI texture generation
Generate a complete PBR set from a prompt — "cracked obsidian, seamless, high gloss" produces albedo, normal, roughness, metallic, and AO that line up across maps so the mesh shades coherently. Outputs land in the library as a regular texture set, ready to assign. Token-metered through the same pool as the rest of AI generation.
Publish your sets
Pack a texture set into a marketplace listing and ship it like any other asset kind. Publishing and installing assets in the marketplace are free for everyone right now while we grow the catalog. Once a texture set is installed it's on your machine — works at a gig with no signal.