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Toolbag Documentation (BETA)

Popular Searches: udim

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)
    • Wavefront OBJ (.obj)
    • Collada (.dae)
    • Alembic (.abc)
    • AutoCAD DXF (.dxf)
    • Stereolithography (.stl)
    • Polygon File (.ply)
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Lighting & Rendering

5
  • Render Window
  • Lighting
  • Cameras
  • Shadow Catcher
  • Fog

Baking

8
  • Introduction to Baking
  • Baking Attributes
  • Map Types
  • Bake Groups
  • Cage Mesh
  • Tangent & Handedness
  • Projection Tools
  • Baking Tips & Tricks

Texturing

16
  • Introduction to Texture Projects
  • Input Maps
  • Project Maps
  • Export & Output Maps
  • Layering & Masking
    • Layers Window
    • Mask Stack
    • Blending Modes
  • Layer Types
    • Base Layers
    • Adjustment Layers
    • Processor Layers
    • Procedural Layers
    • Mask Layers
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User Interface

31
  • Workspaces
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Materials

49
  • Introduction to the Material Editor
  • Layers
    • Mask (Material Layers)
    • Vertex Color (Material Layers)
    • Height (Material Layers)
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    • Albedo
    • Vertex Color (Albedo)
    • Albedo Gradient
  • Diffusion
    • Unlit
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  • Transmission
    • Refraction
    • Subsurface Scattering
    • Volumetric Scattering
    • Thin Surface
  • Reflection
    • GGX
    • Glint
    • Anisotropic
    • Hair
  • Microsurface
    • Gloss
    • Roughness
    • Advanced Micro
  • Reflectivity
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    • Metalness
    • Reflective Index
  • Clearcoat Reflection
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  • Clearcoat Reflectivity
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    • Reflective Index
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  • Occlusion
    • Occlusion
  • Transparency
    • Cutout
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Animation

5
  • Intro to Animation Support
  • Keyframes Window
  • Timeline Window
  • Animation Sets
  • Turntable Animation

Python Integration

1
  • Scripting for Toolbag

Version History

29
  • Toolbag 5
    • Version 5.03
    • Version 5.02
    • Version 5.01
    • Version 5.00
  • Toolbag 4
    • Version 4.06
    • Version 4.05
    • Version 4.04
    • Version 4.03
    • Version 4.02
    • Version 4.01
    • 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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Refraction

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The Refraction shading model simulates how light bends and scatters as it passes through transparent or translucent materials. It allows you to create realistic glass, water, and similar surfaces by distorting light rays and tinting color based on depth. Use cases include:

  • Transparent materials such as glass, ice, or water.
  • Semi-translucent surfaces like frosted glass or thin plastic.
  • Stylized effects requiring light distortion.

This shading model can use four texture inputs:

  • Depth Map (Grayscale): Controls light absorption and tinting, simulating thickness. Thicker areas absorb or scatter more light.
  • Scatter Map (RGB): Defines how light diffuses inside the material, creating effects such as translucency or soft internal glow.
  • Mask Map (Grayscale): Determines which areas are refractive (white) versus opaque (black), allowing partial or selective refraction.
  • Refractive Index Map (Grayscale): Specifies how much light bends when entering or exiting the surface. Higher values produce stronger refraction and reflection effects.
SettingDescription
Depth Map Texture SlotAdd a thickness texture by clicking on the slot or dragging and dropping one from the Library.
Use AlbedoThe depth at which tint is realized due to absorption. Lower values mean more absorption and, thus, a darker and more opaque appearance. A value of zero disables absorption & scattering.
Depth Value (cm)The depth at which tint is realized due to absorption. Lower values mean more absorption and, thus, a darker and more opaque appearance. A value of zero disables absorption & scattering.
Depth ColorA color tint for light passing through the object.
Scatter Map Texture SlotAdd a scatter texture by clicking on the slot or dragging and dropping one from the Library.
Scatter ValueControls the amount of scattering of light passing through the object.
Scatter ColorDetermines the scattering color of light passing through the object.
Scatter AnisotropyDSpecifies the primary direction of scattering, either forward or backward. A value of zero is even, isotropic scattering.
Roughness BiasModifies refraction roughness. Positive values make refraction rougher than reflection, while negative values make refraction less rough.
Distortion LimitLower values limit the distortion effect in rasterized views, which is often useful for thin lenses. This setting does not affect ray traced renders.
Mask Map Texture SlotAdd a refraction mask 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.
MaskSets the mask value that determines the strength of transmission. When a mask map is loaded, this value should be set to 1.
InvertInverts the mask value so that darker pixels correspond to stronger transmission.
Use Albedo AlphaUses the material’s albedo alpha value to provide a transmission mask.
Strict NormalsUse geometric normal to decide if a ray points towards the inside or outside of the mesh. Enabling this option might help with light leaks on low poly or poorly tessellated meshes. Applies only to ray tracing.
Derive Refractive Index from ReflectivityAutomatically derive index of refraction from Reflectivity. Uncheck this box to override with the index value above.
Refractive Index Texture SlotAdd a refraction index texture by clicking on the slot or dragging and dropping one from the Library.
Refractive Index ValueSets the index of refraction. Higher values will distort light to a greater degree but won’t affect surface reflectivity.

Listed below are a number of refractive index values for reference:

SettingValue
Vacuum1.0000
Air1.0003
Ice1.309
Water1.333
Ethyl Alcohol1.361
Teflon1.38
Fluorite1.434
Glycerine1.473
Benzene1.501
Plexiglas1.51
Crown Glass1.52
Light Flint Glass1.58
Polycarbonate Glass1.59
Dense Flint Glass1.66
Sapphire gemstone1.77
Zircon1.923
Diamond2.417
Rutile2.907
Gallium phosphide3.50
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Updated on November 3, 2026
Thin SurfaceSubsurface Scattering

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