Texture & Material Compiler (Pro 3.0)
The Texture & Material Compiler audits the wider appearance setup and prepares it for the selected production target.
Audit
- Material networks and image maps
- Inferred map roles
- Resolution and effective target cap
- Color-space mismatches and conflicts
- Missing external images
- Duplicate image references
- Exact duplicate materials
- Unsupported/custom shader setups that may require baking
Compile
- Resize oversized texture copies to the effective target budget when enabled.
- Correct unambiguous color/data map color spaces when enabled.
- Consolidate exact duplicate material graphs when enabled.
- Generate target-specific packed maps such as Unreal/Godot/Generic ORM or Unity Metallic/Smoothness.
Appearance preservation
Pro tracks UV transfer, material assignment, texture binding, and appearance status separately. A mesh can preserve UV data while still requiring a rebake to reproduce the original visible result.
Production baking
Normal and AO baking are available from the protected pre-compile source. Baking is opt-in during full compilation and can also be triggered manually from the compiler.