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TextureLab

Procedural Texture Generation · By njbrown

Suggestions Sticky

A topic by njbrown created Nov 20, 2019 Views: 1,539 Replies: 43
Viewing posts 1 to 24
Developer

Hey guys. I hope you like TextureLab so far ( and if you don't then let me know why). 

It's still in heavy development and I have A LOT of features planned; both short-term and long-term. I am still very much opened to feature suggestions from the community. While I'm the developer of the tool, I'm not its best user. So, I'm relying on feedback to see how I can best make improvements. Texture artists are my target audience, so I'll prioritize UI/UX and Node suggestions or issues. 

The obvious missing features in the editor are:

  • Undo/Redo
  • Copy and Paste
  • Multi-Select

Let me hear your ideas.

(+1)

Hey! I was trying to make an "earth" material, ended up using a bunch of color and blend and map range nodes, would a gradient map node be possible instead?

Developer (1 edit) (+2)

I added a gradient node. A new build with it will be up by monday.



Developer

Great idea. I had built the ui and written some shader code for it but didn't have the time to properly integrate it. If it's needed that badly then I'll delay the stable v0.1.0 release to add it. A gradient node will open the possibilities for a lot of cool height-based effects.

The node system is already diverse enough that many things can be improvised, but of course it would be nice to have more compact and streamlined tools.

I've noticed that the "tiling" setting in the preview doesn't affect the height map :P

Developer
The node system is already diverse enough that many things can be improvised, but of course it would be nice to have more compact and streamlined tools.

In v0.2.0 I'll be focused on adding some of those crucial nodes that's needed to make very high quality textures like substance's tile generator, blur, slope blur and and hbao nodes.

I've noticed that the "tiling" setting in the preview doesn't affect the height map :P

The heightmap tiling issue is a bug in three.js. I'll probably have to write my own material to fix it. 

(+1)

Some features I'm missing:

VERY IMPORTANT

  • Copy and Paste
  • Undo/Redo
  • DropDown search menu
  • Import texture

NOT SO IMPORTANT

  • Node groups (grouping nodes inside a dotted rectangle with a text label)
  • Comment node
Developer(+1)

I'm really thinking about adding Copy&Paste, Undo/Redo and the DropDown in v0.2.0 instead of v0.3.0. They seem a bit too crucial to skip.

Developer(+1)

In case you didn't get the update, all of these were added except texture import.

Hello Njbrown, I would like to support your work and buy so that it continues the project and i get a copy in my profile of supported games and tools. I think this software is brilliant.

Developer

Thanks. I'm currently not taking any donations. Sorry.

So, any news on development?

Developer(+1)

Working on UI/UX features since that's what's been asked for more than anything else. You can follow my progress on Github. My day job has been busting my ass as of late so progress has been slow but I can promise that the release will be out by the end of this month.

(+1)

Nice, thank you for still putting in the time and effort

Developer(+1)

Here's an update on the latest features in development:

https://njbrown.itch.io/texturelab/devlog/142943/v020-devlog

(+2)

Hi -- great little package (I found out about it via GameFromScratch, naturally!)

I'm using it to experiment with Unity with a view to devising some lecturers and tutorials on 3D graphics.

In my use case, the most obvious missing feature is the lack of ambient occlusion maps, and at the moment, I hack around it by passing my occlusion map to the roughness channel and renaming the file afterwards.

I realise that adding a dedicated occlusion map output node means more work as you have to reprogram the preview to show the effect, so perhaps instead you could add a name-your-own output option.

Obviously anything made with it wouldn't be visible in the preview, because the software wouldn't know what to do with it, but it would make the software compatible with a lot more material workflows, and effectively (partially!) future proof....

Developer

I'm glad you like the project and this is a great suggestion.

It wont be as much work as you think it is to implement because I had made plans to add AO and Emissive outputs and previews support from a while back. Custom outputs too. It's a bit too late to add them to the upcoming release as it will be out in a few days so i'll have to add it to the one after. 

Keep the suggestions coming. If you make some cool stuff, post it here https://itch.io/t/611017/post-your-textures

:D

(+1)

Oh, and I would also find it really useful to have the option to select different gradient types in the gradient and tri-gradient nodes. Linear vs smoothed etc.

Developer(+1)

New release is out guys!

https://njbrown.itch.io/texturelab/devlog/154347/texturelab-v020-release

YESSS!

Upgrade suggestions 
Possibility to change hdri (it's free on hdri haven :) ) and change light rotation
See in real time the color changes with the gradient map node 
Maintain control to move links from one output from one node to another 
I really like this software and it's free so thank you very much.
Also try to add things that do not exist in substance dessigner to be able to create competition and differentiate your sofware

 Thanks:)

Developer
Possibility to change hdri (it's free on hdri haven :) ) and change light rotation

This one is already in my bucket list :D

See in real time the color changes with the gradient map node 

This already works on the Linux version because chrome uses OS-specific color pickers. I'm working on adding a color picker that will make this work across all platforms.

Maintain control to move links from one output from one node to another 

Not quite sure what this means tbh

Also try to add things that do not exist in substance dessigner to be able to create competition and differentiate your sofware

In time it will. I just gotta hit the basics first.

"Maintain control to move links from one output from one node to another "

I think he means this

Right now, you can only drag from inputs to outputs and vice-versa. But what about dragging from one output to another, and moving all links simultaneously?

Imagine, for example, making a detailed set of floor or wall tiles using the brick generator. The brick generator feeds into the height map, a colorize node for the brick colour, an invert node so you can extract the mortar for colorizing it, a mask or two to allow the adding of noise to height and colour etc etc.

Now you want to make tiles made of identical material, but in a different shape, so you drag in a hexagon node. In order to swap out the hexagon for the brick pattern, you now have to drag half-a-dozen or so connections into their new place.

If you could just drag from output to output and have all connections move, that would be much quicker and less prone to errors.

Developer

Ooooh now I get it. This is a good idea, but it might have to come in a much later version.

Sorry for the late reply.

Developer(+1)

Great news! I spoke to the guy who owns HDRI haven and he gave me the go-ahead to integrate with his website. There's a public api that's available so I can let users search for and download HDRIs directly from TextureLab.

(11 edits)

Just want to say that this is the best free substance designer I've tried (out of 3). UX is by far the best.

I know it's already on your TODO list but +1 on blur node. Imo the most important thing atm.

EDIT: Saw that it's in the upcoming release. Tried building from source and got too many errors. Really excited for the next release!

EDIT: More points

Perlin 3D should be found if you search for "noise" I suppose

If I export to zip and extract, 7zip gives me a warning about headers (doesn't cause any issues)

If I drag to highlight the text in the search box from right to left, and let go of the mouse button after I finish the drag while it is above the node canvas, focus leaves the text box

Would love a rotate modify on the tile node (so my row could travel diagonally) (is that even possible?)

Undo/redo doesn't respect property drawers

Developer
Just want to say that this is the best free substance designer I've tried (out of 3). UX is by far the best.

Thanks :D

I know it's already on your TODO list but +1 on blur node. Imo the most important thing atm.

The Blur node is pretty useful, but I think the TileSampler node has way more impact and can allow for the creation of more diverse textures. 

Perlin 3D should be found if you search for "noise" I suppose

You're right. I'll add smarter search filtering in an upcoming version.

If I export to zip and extract, 7zip gives me a warning about headers (doesn't cause any issues)

This has been fixed and will be in the next release.

If I drag to highlight the text in the search box from right to left, and let go of the mouse button after I finish the drag while it is above the node canvas, focus leaves the text box

I know about this one. I'll address it in time.

Would love a rotate modify on the tile node (so my row could travel diagonally) (is that even possible?)

Great idea. I can make the rotation random or uniform too.

Undo/redo doesn't respect property drawers

Some of them, yes. I had already fixed all except for some cases where the gradient picker doesn't get updated.

(+2)

Hello njbrown great tool

Here my node Suggestions:

By order:

1. Tile sampler enhacement:

Increasy a property and this increase node input images available.

This allows complex shapes for realistic and  abstract textures creation.

2. Quad transform:

It is like Transform 2D but this control 4 Points each one with a x, y property.

This allow even more complex shapes with fast workflow.

3. To gray scale:

Color to grayscale and property for random grayscale.

This realese new possibilities, and combine with import images is killer.

4. Height Blend:

Like Blend but this has Bottom, Top, Mask Inputs and property height offset (mainly)

5. Shape extrude.

(If possible) because looks like a complex one

Transform a 2D image in 3D (more or less).

Others:

While this is not properly needed but for future... It opens a wide range of possibilities:

Have a format file which is a material for drag and drop with tweakable options choosen in texture lab.

It is quite powerfull.

I imagine this is a difficult one.

Thanks and keep the good work.

Developer
1. Tile sampler enhacement:
Increasy a property and this increase node input images available.
This allows complex shapes for realistic and  abstract textures creation.

Yea i want to do this properly but the way i had structured the nodegraph doesnt allow for it. For now, I can have 4 slots available. I'll make adding new images dynamic later on.


2. Quad transform:
It is like Transform 2D but this control 4 Points each one with a x, y property.
This allow even more complex shapes with fast workflow.

This is an excellent idea! Gonna be tricky to implement properly since i'd have to design controls for moving around the points in the 2d preview window. I think i might leave it for v0.4.0


3. To gray scale:
Color to grayscale and property for random grayscale.
This realese new possibilities, and combine with import images is killer.

Seems simple enough. I'll add this one.


4. Height Blend:
Like Blend but this has Bottom, Top, Mask Inputs and property height offset (mainly)

This one is also a good idea


5. Shape extrude.
(If possible) because looks like a complex one
Transform a 2D image in 3D (more or less).

This one will be very hard to. Not sure i'll be implementing this anytime soon . Sorry :/


Have a format file which is a material for drag and drop with tweakable options choosen in texture lab.

Texturelab files already support this but I just havent added support for the feature back to editor as yet. You can see this in action on the old website. Later on i'm gonna have a standalone application just for viewing texturelab files. Like Substance Player.


Thanks and keep the good work.

Thanks :D

(2 edits)

a image node ,similar to the one from blender, to import images/map that are not available (at the moment). But since i can imagine that would be a hell lot of work I don't think its essential, would just be cool. Absolutely love this tool by the way, keep up the great work!

Developer(+1)

Hey, this is a great idea. I plan on having it in v0.4.0 when I change the file format to being package (like a zip) rather than just a single json file as it is now. You'll be able to have regular images and even whole 3d models if needs be at that point.


Absolutely love this tool by the way, keep up the great work!

Thanks you!

(1 edit)

NJbrown. Thanks for your amazing program for textures. Its very useful even when need more work to the finishing polished version. Its important the capacity to import material to the program to help the creation of new textures. And you can add some plugins on blocks to create fog, church crystals vitral and others ideas like Kaleidoscope (and you control the faces of the kaleidoscope input maybe from 3 to 100. and the vertices on the final textures of the kaleidoscope. from 1 to 4 to 12 or like dice sides. I create textures for the sims 1 and your software are a good source of inspiration.  I use everything I can, from my own photo material to some generated by Genetica 4 of spiral graphics, Wood tiles, Photoshop, Reptile and anyone that can produce tiles textures because every programs have its own charming. Or even you can add some type of Fractal formula creation like strange atractors, Mandelbrot,  kamtorus , Julia or others from the basics of fractal math. Even you can add a capacity to create libraries of resources or add specific folders with resources on BMP, JPG, TIFF and PNG.    I know, Its a titanic goal but you will learn a lot on the process and the artist will end with a program that could be so attractive that want to  buy it and can compete with some of the best already on the market. Just ideas, I will be happy enough with the import of materials to the programs and some filters like kaleidoscope.   

Developer(+1)

Hi. Thanks for taking an interest in texturelab. Some of your ideas are pretty good.
I've never heard of Genetica 4 until now and but it seems like something I was aiming for texturelab to be where quick texture synthesis is concerned. I like it's huge library of starting templates too.

Sorry for the late reply. Genetica 4 is just astonishing but your texture lab is and excellent piece of software and help me a lot. I encourage you to test the limited version of Genetica 4 on their site http://spiralgraphics.biz/gen2tour/index.htm or see some videos on you tube about their format. 

You will love it! Im using your Texture Lab to create textures for the old EA game The sims 1 and its amazing. 

(+1)

Hi Guys! I don't know if you have an idea how awesome you are by developping this tool. It works smoothly. The only things that is keeping me to go to the next level with it is the lack of Blur node. That node is like the bass on a song, it's not very evident but when is not there, something is missing. It's very useful for tweaking things and make workarounds for ambient Occlusion and stuff. I know someone already asked for the Blur and I don't want to spam. You guys don't know how greatful I am to have Texture Lab under development!!! 

Developer (1 edit)

Hey! Thanks. The Blur node and other awesome ones are coming in the upcoming release. If you're really curious, you can build it from source to see the latest features.

https://github.com/njbrown/texturelab

(+1)

Thank you so much!!! Sorry for the late reply

(+1)

Since the first post here is almost a year old, how is it going?

Developer

Wow it really has been a year. Development has admittedly been slow as of late, but it's still going. My primary focus for this release is having more powerful nodes, such as FloodFill and TileSampler, so texturelab will be able to make a wider variety of textures.  I haven't officially announced it yet, but you can join my discord to see quicker updates.

https://discord.gg/dxm9C26y

Hello, very nice software, do you plan to make an ipad version of it one day ? there is a place for it because of the sculpt apps like forger and nomad and to be totally nomad when you sculpt or texture, an ipad or android or web version of texturelab will be perfect compagnon maybe

Firstly, awesome tool! Have heard of these node based texture generators but never tried them and was amazed at what this can do!

I'm creating textures for a mobile Unity project and one thing I was after was the ability to output a single texture so it will be fast for mobiles (PBR's can be a bit of a drain). Would be great to have this as an export options. For now I wrote a scene in Unity to do it, which has two angle controls on a directional light and its brightness and then it exports an image. Bit fiddly but can take your output and "bake" it down.

The second wish is for support for alpha. Not sure if this is a common thing for such tools but if I want to create a fence or some such then alpha would be really useful.

Developer
Firstly, awesome tool! Have heard of these node based texture generators but never tried them and was amazed at what this can do!

Really glad u like it :D

I'm creating textures for a mobile Unity project and one thing I was after was the ability to output a single texture so it will be fast for mobiles (PBR's can be a bit of a drain). Would be great to have this as an export options. For now I wrote a scene in Unity to do it, which has two angle controls on a directional light and its brightness and then it exports an image. Bit fiddly but can take your output and "bake" it down.

I'm sorry but I have no plans to add this feature. If I do, it would be super low priority and not any time soon.

The second wish is for support for alpha. Not sure if this is a common thing for such tools but if I want to create a fence or some such then alpha would be really useful.

There's alpha support, it was just broken. Thanks for bringing this to my attention. I fixed the issue. New builds with this fix will be in  the discord's #build channel.


Thanks for the update. Am struggling to get Discord working. The link earlier is expired and I can't find a public server

Developer

This one works https://discord.gg/975NdQPsSc