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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)
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    • glTF (.glTF)
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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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    • 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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    • Refraction
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  • Reflection
    • GGX
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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
    • 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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Thin Surface

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The Thin Surface shading model is designed for materials made of delicate, light-transmitting surfaces such as plastic bottles, packaging films, or cellophane. It simulates how light passes through thin geometry to produce realistic translucency effects.

This shading model can use two texture maps:

  • Translucency Map (Grayscale): Controls how much light is transmitted through the material. White values allow more light to pass through, while black values block it. Intermediate grays create varying levels of translucency.
  • Mask Map (Grayscale): Defines which areas of the material are transparent or opaque. White areas allow light to pass through (affected by the translucency settings), while black areas remain fully opaque.

Both maps can be painted or generated using Toolbag’s Texture Projects, or authored externally in third-party applications. 

SettingDescription
Translucency Map Texture SlotAdd a translucency texture by clicking on the slot or dragging and dropping one from the Library.
ColorTints the translucency effect.
Use AlbedoUse the material’s albedo color for translucency.
ScatterDetermines the amount of light scattering inside the surface.
Mask Map Texture SlotAdd a translucency mask texture by clicking on the slot or dragging and dropping one from the Library.
Mask ValueSets the mask value that determines the strength of transmission. This value should be set to 1 when a mask map is loaded.
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 deciUse geometric normal to decide if a ray points towards 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.

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Updated on November 3, 2026
Volumetric ScatteringRefraction

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