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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)
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Lighting & Rendering

5
  • Render Window
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8
  • Introduction to Baking
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Texturing

16
  • Introduction to Texture Projects
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User Interface

31
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Materials

49
  • Introduction to the Material Editor
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Animation

5
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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
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    • Version 4.04
    • Version 4.03
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    • Version 4.00
  • Toolbag 3 (legacy)
    • Version 3.08
    • Version 3.07
    • Version 3.06
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    • Version 3.04
    • Version 3.03
    • Version 3.02
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  • Toolbag 2 (legacy)
    • Version 2.08
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  • Home
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  • Texturing
  • Layer Types
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Procedural Layers

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Procedural Layers are non-destructive, algorithmically generated textures and patterns that offer infinite variation. These layer types can help you create materials like wood grain, speckled metal, and patterned stone. They can be more powerful when used as mask layers, but also as regular layers, and they have additional settings in Material Properties. 

Cellular #

A Cellular layer can be used to create obsidian displacement or a bubbled pattern.

SettingDescription
IntensitySets the strength of the cellular procedural.
Invert IconInverts the cellular procedural.
ScaleSets the detail size of the cellular procedural.
JitterSets the randomness for the cellular procedural.
SmoothingSets how angular or soft the cellular procedural is.
PhaseSets the smoothing curve offset, gradually inverting the result as phase reaches 1.
Warp AmountSets how distorted the cellular procedural is.
Warp DetailSets the scale of the warp detail.
Random SeedSets the initial seed, which can be adjusted to create a unique variation of the effect.
Reset DefaultsResets the original settings for this effect.

Checkered #

The Checkered layer produces a pattern that can create simple checkered tiles to more complex wood-grain patterns.

SettingDescription
ASets the color for the primary checker squares.
BSets the color for the secondary checker squares.
IntensitySets the contrast for the checkered procedural.
Invert IconInverts the checkered procedural.
Tile CountSets the number of tiles.
Warp AmountSets how distorted the checkered procedural is.
Warp DetailSets the detail scale of the warp effect.
Reset DefaultsResets the original settings for this layer.

Clouds #

A Clouds noise layer can be used to create more organic weathering and randomization in masks.

SettingDescription
IntensitySets the strength of the clouds procedural.
Invert IconInverts the clouds procedural. 
ScaleSets the detail size of the clouds procedural.
GranularitySets how grainy the clouds procedural is. 
Warp AmountSets how distorted the clouds procedural is.
Warp DetailSets the detail scale of the warp effect. 
Reset DefaultsResets the original settings for this layer.

Gradient #

The Gradient layer is useful for creating directional details and weathering such as leaks, snow, or dirt build-up.

SettingDescription
IntensitySets the strength of the gradient procedural.
Invert IconInverts the gradient procedural.
ScaleSets the tiling for the gradient.
Gradient TypeSet the gradient type like Linear, Reflected, Radial, Diamond, and Knurled.
Normalize HandlesEvenly spaces all gradient points.
Reset Default HandlesResets the original layer settings.

Perlin #

A Perlin noise layer can be useful for creating randomized, organic detail for terrain, water, clouds, color variation, and more.

SettingsDescription
IntensitySets the strength of the Perlin noise procedural.
Invert IconInverts the Perlin procedural.
ScaleSets the detail size of the Perlin procedural.
Macro ContrastSets the intensity of the large details.
Micro ContrastSets the intensity of the fine details.
Macro Warp AmountSets the amount of distortion for the large details.
Macro Warp DetailSets the detail level for the large distortions.
Micro Warp AmountSets the amount of distortion for the fine details.
Micro Warp DetailSets the detail level for the fine distortions.
SamplingDetermines whether to create a soft or pixelated effect.
Noise PassesSets how many times the effect will be generated and overlaid. More passes mean finer details but lower performance.
Random SeedSets the initial seed, which can be adjusted to create a unique variation of the effect.
Reset DefaultsResets the original settings for this layer.

Scatter #

Introduced in Toolbag 5.03, Scatter Layers make it easy to distribute randomized elements across your mesh’s surface. For example, rocks, fragments of moss, bits of trash, and other detritus can easily add variation and believability to your textures. Scattered elements rely on the brush system, so you can load brush presets from the Library or create your own.

Unlike manual painting, the scatter remains non-destructive, so you can change its placement, density, brush shape, projection, and material properties at any time.

Scatter Layers have a new Visibility mask stack, too, which acts as a binary mask, so each scatter point will either draw at full opacity or not, depending on the mask’s contents. If you want the scattered points to fade out, a traditional soft-blended mask stack can also be added.

SettingDescription
Scatter SpaceDetermines the coordinate space used to generate and position the scatter points.

3D – Generates the pattern in 3D space. The result does not depend on the UV layout and can continue across UV seams. This mode is useful for consistently sized details distributed across complex geometry. 

UV – Generates the pattern in UV space, allowing its scale, direction, and placement to be controlled through the model’s UV layout. This mode is useful when the pattern needs to follow a specific surface orientation. UV seams may interrupt the pattern, while overlapping UVs may produce repeated details.

Decal – Generates the pattern inside a decal projection area. Move, rotate, or scale the decal to control where the scatter appears. This mode is useful for localized effects that should not cover the entire model.
Scatter StyleDetermines which type of scatter pattern is used and what form its elements take.

Point – Places one brush shape at each generated point. Its appearance is controlled by the Brush Tip and Material Properties settings.
PlacementControls the distribution pattern for positioning the points.

Grid – Arranges the points in a regular, evenly distributed pattern. Use Grid placement for ordered surface details or as a starting point for controlled procedural patterns.

Random – Places points in a random pattern. The resulting arrangement is controlled by Count and Random Seed. Use Random placement for natural and irregular surface details.
CountSets the number of generated scatter points. When Placement is set to Grid, the number of points can be set separately for the X and Y axes.
Position XSets the horizontal position of the scatter pattern.
Position YSets the vertical position of the scatter pattern.
Offset XOffsets the scatter points along the X axis from their regular grid positions.
Offset YOffsets the scatter points along the Y axis from their regular grid positions.
Offset RandomAdds random variation to the point offsets, making the grid less uniform.
Offset Random SeedGenerates a different random offset pattern without changing the offset amount.
Random SeedGenerates a different variation of the current random distribution without changing its other settings.

Tiles #

The Tiles layer is useful for quickly creating tiled surfaces, such as brick walls, and it allows for quick customization of the tile count, dimensions, and more.

SettingsDescription
Tiles ColorSets the color for the primary tile region.
Grout ColorSets the color of the areas between tiles.
Shadow ColorSets the color of the shadowed area immediately beyond the tiles.
IntensitySets the strength of the tiles procedural.
Invert IconInverts the tiles procedural.
Tile CountSets the number of tiles in relation to the canvas.
Tile WidthSets how wide each tile will be.
Tile HeightSets how tall each tile will be.
Tile OffsetSets how far every consecutive row will be moved.
Tile DepthSets how deep the primary areas are in relation to the grout and shadow regions.
Random DepthSets how much each tile will be randomly pushed in or out.
Bevel WidthSets the size of the beveled area along the edges of each tile.
Bevel DepthSets how deep the beveled area is in 3D space.
Bevel RoundnessSets how smooth or round the beveled areas are.
Corner RoundnessSets how beveled or rounded the corners of each tile is.
Random RotationSets how much each tile will be randomly rotated in 3D space.
Random SeedSets the initial seed which can be adjusted to create a unique variation of the effect.
Max XSets the maximum amount of rotation variation for each tile in the X-axis (tilt up/down).
Max YSets the maximum amount of rotation variation for each tile in the Y-axis (tilt left/right).
Max ZSets the maximum amount of rotation variation for each tile in the Z-axis (spin left/right).
Grout WidthSets the size of the area between tiles, which controls the size of the tiles as well.
Grout Scale XSets a secondary, relative width value for the space between tiles.
Grout Scale YSets a secondary, relative height value for the space between tiles.
Grout DepthSets how deep the area between the tiles is in 3D space.
Shadow DepthSets how deep the area immediately outside the tile regions is in 3D space.
Shadow WidthSets the size of the area immediately outside the tile regions.
Reset DefaultsResets the original settings for this layer.

Turbulence #

A Turbulence layer can be useful when adding variation to grunge masks.

SettingDescription
IntensitySets the strength of the turbulence procedural.
Invert IconInverts the turbulence procedural.
ScaleSets the detail size of the turbulence procedural.
FrequencySets how rippled the primary waves are.
AmplitudeSets the detail level of the primary ripples.
Macro ContrastSets the contrast for the large details.
Micro ContrastSets the contrast for the fine details.
Macro Warp AmountSets how much the large details are distorted.
Macro Warp DetailSets how much variation is generated for the large distortions.
Micro Warp AmountSets how much the large details are distorted.
Micro Warp DetailSets how much variation is generated for the fine distortions.
Noise PassesSets how many times the effect will be generated and overlaid. More passes will mean finer details but lower performance.
Random SeedSets the initial seed which can be adjusted to create a unique variation of the effect.
Reset DefaultsResets the original settings for this layer.

Voronoi #

The Voronoi noise procedural is useful when breaking up a grunge mask or creating stones or pebbles.

SettingDescription
IntensitySets the strength of the voronoi procedural.
Invert IconInverts the voronoi procedural.
ScaleSets the detail size of the voronoi procedural.
JitterSets how much random angular distortion the fractures have.
SmoothingSets the softness of the fractured effect.
PhaseSets the smoothing curve offset, gradually inverting the result as phase reaches 1.
Warp AmountSets how distorted the voronoi procedural is.
Warp DetailSets the detail scale of the warp effect.
Reset DefaultsResets the original settings for this layer.
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Updated on November 3, 2026
Processor LayersMask Layers
Table of Contents
  • Cellular
  • Checkered
  • Clouds
  • Gradient
  • Perlin
  • Scatter
  • Tiles
  • Turbulence
  • Voronoi

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