{"id":14059,"date":"2026-05-14T20:44:34","date_gmt":"2026-05-14T20:44:34","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=14059"},"modified":"2026-05-14T21:07:02","modified_gmt":"2026-05-14T21:07:02","slug":"texturing","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/texturing\/","title":{"rendered":"GPU Texturing"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\" id=\"introduction\">Introduction<\/h2>\n\n\n\n<p>3DCoat offers a robust, industry-leading toolset for 3D texturing, primarily utilizing a Physically Based Rendering (PBR) workflow. Whether you are creating hand-painted stylized assets or hyper-realistic surfaces with complex material properties, the&nbsp;<strong>Paint Room<\/strong>&nbsp;and the&nbsp;<strong>Node System<\/strong>&nbsp;provide all the necessary tools to achieve your artistic vision.<\/p>\n\n\n\n<p>Unlike traditional 2D image editors where you paint on flat UV layouts, 3DCoat allows you to paint directly onto the 3D model, eliminating seams and distortions.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"texturing-approaches\">Texturing Approaches<\/h2>\n\n\n\n<p>3DCoat supports several texturing paradigms depending on your project needs:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Per-Pixel Painting:<\/strong>\u00a0The standard and most common approach. You paint directly onto the texture pixels mapped to the object&#8217;s UVs. It is fast, efficient, and supports high-resolution textures.<\/li>\n\n\n\n<li><strong>Microvertex Painting:<\/strong>\u00a0A unique 3DCoat feature that allows you to paint depth\/displacement directly onto a highly tessellated mesh without UVs. It is excellent for sketching details that will later be baked down to a low-poly mesh.<\/li>\n\n\n\n<li><strong>PTex (Per-Face Texturing):<\/strong>\u00a0A UV-less texturing method where each polygon gets its own texture space, useful for film and rendering pipelines.<\/li>\n<\/ol>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"the-pbr-workflow\">The PBR Workflow<\/h2>\n\n\n\n<p>The texturing engine in 3DCoat is built around the Physically Based Rendering standard. When painting, you are simultaneously modifying multiple material channels:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Albedo (Color):<\/strong>\u00a0The base color of the surface without lighting information.<\/li>\n\n\n\n<li><strong>Depth (Displacement\/Normal):<\/strong>\u00a0The physical relief and bumps of the surface.<\/li>\n\n\n\n<li><strong>Glossiness (Roughness):<\/strong>\u00a0How sharp or blurry reflections are.<\/li>\n\n\n\n<li><strong>Metalness:<\/strong>\u00a0Defines whether a surface is an insulator (dielectric) or a conductor (metal).<\/li>\n<\/ul>\n\n\n\n<p>You can paint all these channels simultaneously with a single brush stroke.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"smart-materials\">Smart Materials<\/h2>\n\n\n\n<p>Smart Materials are a core feature of 3DCoat&#8217;s texturing workflow. They are complex, multi-layered presets that automatically adapt to the underlying geometry of your model.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Geometry Awareness:<\/strong>\u00a0Smart Materials calculate where edges, cavities, and occluded areas are. For example, a &#8220;Rust&#8221; material will naturally accumulate in crevices, while an &#8220;Edge Wear&#8221; material will scratch the exposed corners.<\/li>\n\n\n\n<li><strong>Procedural vs Raster:<\/strong>\u00a0Classic Smart Materials use a combination of raster textures and mathematical masking. However, 3DCoat now features entirely procedural\u00a0<strong>Node-Based Smart Materials<\/strong>\u00a0(see\u00a0<a href=\"https:\/\/file+.vscode-resource.vscode-cdn.net\/e:\/3dcoat\/develop\/develop2026\/docs\/NGPresets\/NGMaterials.md\">NGMaterials<\/a>), which are resolution-independent.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"layers-and-blending\">Layers and Blending<\/h2>\n\n\n\n<p>3DCoat uses a non-destructive layer system similar to Photoshop, but extended for 3D:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Each layer contains data for Color, Depth, Gloss, and Metalness.<\/li>\n\n\n\n<li>Layers support various blending modes (Multiply, Overlay, Screen, etc.) and opacity controls for each channel independently.<\/li>\n\n\n\n<li>You can use layer masks, clipping masks, and group folders to organize complex textures.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"advanced-texturing-with-the-node-system\">Advanced Texturing with the Node System<\/h2>\n\n\n\n<p>For maximum control and non-destructive workflows, 3DCoat includes a powerful visual Node Editor. Instead of painting pixels destructively, you can build materials, masks, and filters mathematically.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/file+.vscode-resource.vscode-cdn.net\/e:\/3dcoat\/develop\/develop2026\/docs\/NGPresets\/NGMasks.md\">Procedural Masks<\/a>:<\/strong>\u00a0Create complex, adaptable masks based on geometry without baking textures.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/file+.vscode-resource.vscode-cdn.net\/e:\/3dcoat\/develop\/develop2026\/docs\/NGPresets\/NGMaterials.md\">Procedural Materials<\/a>:<\/strong>\u00a0Build infinite variations of materials that never pixelate.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/file+.vscode-resource.vscode-cdn.net\/e:\/3dcoat\/develop\/develop2026\/docs\/3dcoat_node_system_global_summary.md\">Global Index<\/a>:<\/strong>\u00a0Learn more about the procedural texturing capabilities in the Node System documentation.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"stencils-and-projection\">Stencils and Projection<\/h2>\n\n\n\n<p>To add specific details like logos, decals, or complex photo-textures, you can use Stencils.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Screen Projection:<\/strong>\u00a0Project an image directly onto the model from the camera&#8217;s perspective.<\/li>\n\n\n\n<li><strong>Splines:<\/strong>\u00a0Paint continuous strokes along a path.<\/li>\n\n\n\n<li><strong>Brush Alphas:<\/strong>\u00a0Change the shape of your brush tip to stamp details like bolts, pores, or scales.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"exporting\">Exporting<\/h2>\n\n\n\n<p>Once texturing is complete, 3DCoat provides a flexible export dialogue to send your textures to other software. It includes presets for popular game engines (Unreal Engine, Unity) and renderers (Blender, Maya, V-Ray), automatically packing the PBR channels into the correct texture maps.<\/p>\n","protected":false},"author":6,"featured_media":0,"parent":0,"menu_order":0,"template":"","manualdocumentationcategory":[9,193],"manual_doc_tag":[],"class_list":["post-14059","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manualdocumentationcategory-nodes"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>GPU Texturing - \u0414\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u0430\u0446\u0456\u044f 3DCoat<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/3dcoat.com\/documentation\/manual\/texturing\/\" \/>\n<meta property=\"og:locale\" content=\"uk\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"GPU Texturing - \u0414\u043e\u043a\u0443\u043c\u0435\u043d\u0442\u0430\u0446\u0456\u044f 3DCoat\" \/>\n<meta property=\"og:description\" content=\"Introduction 3DCoat offers a robust, industry-leading toolset for 3D texturing, primarily utilizing a Physically Based Rendering (PBR) workflow. 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