3. The interface


3.5 Filters



For each generated texture you can use some filters, and this is very important to get perfect results.
Each map type has different filters.

  • Diffuse Map
  • Dilation
    Expands the edges of the texture. This value represents the range in pixels of the filter. This may be useful when your UV Map contains multiple UV Shells and the downsampling of the mip maps makes the background color bleed in these areas. To get more informations on Edge Padding and UV Shells, please refer to this great article.

  • Height Map
  • Dilation
    Expands the edges of the texture. This value represents the range in pixels of the filter.


  • Blur
    Blurs the texture with a pixel-precision gaussian blur algorithm.


  • Brightness
    Use this parameter to enlighten/darken the texture


  • Contrast
    Use this parameter to change the contrast of the texture. A higher value will emphasize the differences between colors.

  • Normal Map (Geometry or Interpolation mode)
  • Invert Channels
    Choose the channels you want to invert.
    • R
      If checked, the red channel of the map will be inverted. This corresponds to horizontally flip the normals.

    • G
      If checked, the green channel of the map will be inverted. This corresponds to vertically flip the normals.


  • Dilation
    Expands the edges of the texture. This value represents the range in pixels of the filter.


  • Blur large details
    Blurs the large details (low frequency) normal map with a bilateral blur algorithm.
  • Blur small details
    Blurs the small details (high frequency) normal map with a bilateral blur algorithm.


  • Normal Map (Height Map mode)
  • Height Map Dilation
    Expands the edges of the Height Map that will be converted into the Normal Map. This value represents the range in pixels of the filter.


  • Height Map Blur
    Blurs the Height Map that will be converted into the Normal Map with a pixel-precision gaussian blur algorithm.


  • Height Map Brightness
    Use this parameter to enlighten/darken the Height Map that will be converted into the Normal Map.


  • Height Map Contrast
    Use this parameter to change the contrast of the Height Map that will be converted into the Normal Map. A higher value will emphasize the differences between colors.
  • Invert Channels
    Choose the channels you want to invert.
    • R
      If checked, the red channel of the map will be inverted. This corresponds to horizontally flip the normals.

    • G
      If checked, the green channel of the map will be inverted. This corresponds to vertically flip the normals.


  • Bump strength
    Use this parameter to control the strength of the Normal Map's bumps.


  • Blur large details
    Blurs the large details (low frequency) normal map with a bilateral blur algorithm.
  • Blur small details
    Blurs the small details (high frequency) normal map with a bilateral blur algorithm.


  • Metallic Map
  • Dilation
    Expands the edges of the texture. This value represents the range in pixels of the filter.

  • AO Map
  • Dilation
    Expands the edges of the texture. This value represents the range in pixels of the filter.


  • Blur
    Blurs texture with a bilateral blur algorithm.
  • Occlusion Strength
    The AO intensity. A higher value will produce darker shadows.


  • Sample Radius
    The sampling radius. Use a high value to get larger shadows or lower it to make the shadows very close to the occluded geometry.


  • Bias
    Controls the width of the occlusion cone considered by the occludee.

  • Emissive Map
  • Dilation
    Expands the edges of the Emission Map. This value represents the range in pixels of the filter.