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Editor · guide

Mesh maps as project assets

The bake panel a mesh-map bake is set up in, what the nine files are called, how a set is keyed on the model it came from, and how a generator finds one by usage rather than by path.

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  • Map baking — Casting the output's normal at the source to fill an atlas with a normal map, a displacement map and seven more mesh maps, on the CPU, with no device anywhere.
  • Retopology and UV surfaces — Where a quad remesh and an unwrap are actually invoked from — the model importer, three command-line verbs, and the blockout mode's own verb and UV panel.
  • Evaluating a texture plan — The plan of compute kernels a texture graph and a layer stack both compile to, the image pool that runs it, and the resolution rule that keeps a graph the same material at every size.
  • The editor shell — The window the editor is made of, and the command registry every part of it is a view over.