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Channels Group

Channel add / remove, simultaneous painting, resolution, Shader Variable, and Height as Normal.

Translation in progress — showing the English version.

Channels section

The Channels section manages a material's channels (Albedo / Metallic / Roughness / Normal / Height / …). Each channel maps one-to-one to a shader texture slot, and each channel has its own PaintData / texture / layers, stored separately.

See Painting Data & Channels for the storage layout and synchronization behavior.


Channel List

UI elementBehavior
Brush iconToggles whether the channel is active (a paint target). Activating two or more channels makes a single stroke paint into all of them at once
Channel nameSingle channels show as Albedo; grouped channels show as Metallic-Smoothness
Row click (selection)Drives UI display and layer filtering. Independent from activation

Brush icon — active vs inactive

Painting Multiple Channels at Once

Activate the brush icon on multiple channels and a single stroke is applied to all of them. For example, activating Albedo and Emission lets one brush operation paint both channels simultaneously.


Add · Remove Channels

Use the + / − buttons at the bottom of the section.

Add channel menu

  • + — Pick a channel group that the current shader supports but does not yet have a PaintData for.
  • − — Removes the currently selected channel. Related PaintData / texture assets are cleaned up as well.

Resolution

Choose the texture resolution for the channel from 128 / 256 / 512 / 1024 / 2048.

Resolution dropdown

Existing pixels are resampled to the new resolution.


Shader Variable

The shader property this channel binds to (_MainTex / _BumpMap / _NormalMap / _MetallicGlossMap / …).

Shader Variable dropdown

The mapping is auto-detected from the material, but you can re-bind manually for non-standard shaders.


Height as Normal

When a Height channel is selected, the Channels section exposes a Height as Normal toggle and a Strength slider. This option converts the Height texture into a Normal map and binds it into the material automatically.

Height as Normal

StateBehavior
Off (default)The Height value is bound directly to the _ParallaxMap slot
OnThe Height texture is automatically converted to a Normal map and bound to _BumpMap / _NormalMap

The Strength slider (0.1 – 2.0) controls the conversion intensity. Lower values produce gentler bumps; higher values exaggerate the surface relief.

Use this when you want surface relief without authoring a dedicated normal map, or when you want to tweak conversion strength interactively against the rendered result.

Channels Group | UModeler X Manual