Pack, scale and name textures or create normal maps with one click.
New!: Extract Heightmaps from Packed Control Maps for Nanite Displacement with 1 click.
TextureOrganizer makes the tedious manual steps when importing textures completely automatic. It creates standardized output, ready for use in your master material.
1. Drag a texture into a texture slot of the Blueprint Details panel
2. The tool automatically:
a. searches and assigns matching texture files (diffuse, roughness, metalness, etc)
b. proposes a 3/4 channel RGB(A) control texture
c. proposes closest power-of-2 re-sizing if needed
d. proposes standardized output naming (for example "T_MyMaterialName001_D_4K")
3. Click "Save Textures" and a set of packed, renamed & scaled textures is saved in the output folder
a. Every texture on every material causes a draw call. This can really add up and have a negative impact on performance. In addition, 1 packed texture is usually smaller than 4 separate ones, saving on file sizes.
b. When combining normal maps you save quite a few instructions (compared to combining them in-material), on top of the benefits already mentioned.
c. When importing colour textures, by default it's read as sRGB curve. This leads to inaccurate results for control textures and needs to be set manually for every texture (unless you use the TextureOrganizer)
(these are just examples. No textures are provided with the TextureOrganizer)
This content is designed for use in the editor only. It will help you organize your textures by creating new texture files and saving them in an output folder. When you're done, the original input textures can be deleted.
The tool always uses the current names of textures to identify them (ie. it knows if something is a Diffuse or Specular or Roughness texture by something in the name identifying it).
Number of Blueprints: 1
Supported Development Platforms: Windows: (Yes) Mac/Linux: (Untested)