QUADIFY
By Anvil Interactive Solutions
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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.