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Toolbag Documentation (BETA)

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Getting Started

23
  • Application Preferences
  • System Requirements
  • Keyboard Shortcuts
  • Supported File Types
    • Image/Video Formats
    • Toolbag Scene (.tbscene)
    • Universal Scene Description (.usd)
    • Marmoset Viewer (.mview)
    • glTF (.glTF)
    • Autodesk FBX (.fbx)
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Lighting & Rendering

5
  • Render Window
  • Lighting
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Baking

8
  • Introduction to Baking
  • Baking Attributes
  • Map Types
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Texturing

16
  • Introduction to Texture Projects
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  • Layering & Masking
    • Layers Window
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User Interface

31
  • Workspaces
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Materials

49
  • Introduction to the Material Editor
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Animation

5
  • Intro to Animation Support
  • Keyframes Window
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Python Integration

1
  • Scripting for Toolbag

Version History

29
  • Toolbag 5
    • Version 5.03
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  • Toolbag 4
    • Version 4.06
    • Version 4.05
    • Version 4.04
    • Version 4.03
    • Version 4.02
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    • Version 4.00
  • Toolbag 3 (legacy)
    • Version 3.08
    • Version 3.07
    • Version 3.06
    • Version 3.05
    • Version 3.04
    • Version 3.03
    • Version 3.02
    • Version 3.01
    • Version 3.0
  • Toolbag 2 (legacy)
    • Version 2.08
    • Version 2.07
    • Version 2.06
    • Version 2.05
    • Version 2.04
    • Version 2.03
    • Version 2.02
    • Version 2.01
    • Version 2.00
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Metalness

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Metalness determines whether a material behaves as metallic or non-metallic, affecting how it reflects light. Metallic surfaces reflect their environment with strong specular highlights and little to no diffuse color. Non-metallic (dielectric) surfaces reflect less light, relying more on diffuse reflection to define their appearance.

This shading model uses a Metalness Map (Grayscale). White areas represent metallic surfaces, while black areas represent non-metallic surfaces. Gray values can be used for blending in special cases, but are uncommon in most PBR workflows. 

Use cases include:

  • Defining metal vs. non-metal regions in complex models.
  • Controlling reflectivity in PBR workflows.
  • Creating realistic surfaces such as steel, aluminum, copper, plastic, or wood.

Metalness maps can be created in several ways:

  • Bake Projects in Toolbag: Generate maps from high-resolution source data.
  • Toolbag Library: Use pre-made textures.
  • Texture Projects in Toolbag: Paint or procedurally generate maps.
  • Third-Party Applications: Author maps externally.
SettingDescription
Metalness Map Texture SlotAdd a metalness texture by clicking on the slot or dragging and dropping one from the Library.
Channel SelectionDetermines which channel of the texture map will be used. It’s useful when, instead of using multiple single textures, you use one texture with different grayscale maps in the different texture channels: Red, Green, Blue, and Alpha.
Metalness ValueSets the metalness value, which should generally be 0 for insulators or 1 for metals. When a metalness map is loaded, this value should be set to 1.
InvertInverts the metalness value so that white defines insulators, and black defines metals.
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Updated on November 3, 2026
Advanced MetalnessReflective Index

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