Stage 4 is where you judge the bake. Filters render on the GPU over the top of the baked data — the binaries on disk are never modified, so you can reset or re-stack at any point.
The filter pipeline
Select any generated map in Texture maps and click Edit. You can layer, reorder and tweak filter operations in real time without altering the raw baked source.
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Open the Texture Viewer
Pick a baked map —
Albedo, for instance — and click Edit to open the non-destructive editor.The map preview menu, for moving between baked channels without leaving the viewer. · select to enlarge -
Add filter layers
Click + Add Filter and choose from 11 types —
Root/Tip Tintfor length gradients,Detail Boostfor edge sharpness.The Add Filter gallery with Curves selected. Filters stack, so the order you add them in changes the result. · select to enlarge -
Set blend modes and opacity
Reorder layers, adjust opacity, and pick a blend mode: Normal, Add, Multiply, Screen, Overlay, Darken or Lighten.
Curves filter controls. The opacity slider at the top blends the filter's result against everything below it in the stack. · select to enlarge -
Write the treatment out, if you need it
Click Save Texture As… inside the viewer to write the filtered preview as PNG, TGA or JPEG. This is a different operation from the toolbar export — see below.
Preview toggles and the padding slider, which control what the viewer shows rather than what gets written. · select to enlarge
11 filter reference
Stackable filters for map contrast, tint and high-frequency detail.
Scroll horizontally to view all columns.
| Filter Type | Key Parameters | Technical Effect |
|---|---|---|
| Brightness [-1, 1], Contrast [-1, 1] | Adjusts linear tonal offset and contrast expansion. | |
| Black Point, White Point, Gamma [0.1, 5.0] | Remaps black/white clipping points and midtone gamma. | |
| Hue Shift [-180°, 180°], Saturation, Lightness | Color space rotation and chroma intensity adjustments. | |
| Invert RGB / Invert Alpha | Inverts color channels (useful for roughness/smoothness flipping). | |
| Radius [1, 32 px] | Applies separable Gaussian blur filter pass. | |
| Cutoff [0.0, 1.0] | Binarizes image channels into hard black/white masks. | |
| Color Picker, Opacity | Overlays a solid color tint using active blend mode. | |
| Root Color, Tip Color, Blend Bias | Multiplies root-to-tip vertical color gradient onto albedo maps. | |
| Spline Control Points | S-curve tone mapping for custom contrast response. | |
| Sharpness Radius, Strength | High-pass sharpening filter to emphasize fine hair strand edges. | |
| Color Ramp Preset / Custom Ramp | Maps grayscale intensity levels onto a multi-stop color palette. |
Controls for the individual filters, in the order they appear in the gallery:
Baked map previews
What each channel actually looks like coming out of the bake. Compare these against your own output when a map does not behave as expected in-engine.
Two kinds of export
These are not the same operation, and confusing them is the most common surprise here.
- Primary toolbar export writes raw baked map binaries — un-filtered Albedo, Normal, Roughness and the rest — for engine shader pipelines.
- Texture Viewer export writes one filtered map preview to disk as PNG, TGA or JPEG.