Education Week の無料プロダクトが10月31日まで利用可能です

Texture Organizer

Virtuality - 2021/09/13

Pack, scale, rename & organize your textures with one click.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    4.26 - 4.27
  • ダウンロードのタイプ
    アセット パック
    この製品には、Unreal Engine アセットを詰め合わせたものが入っています。任意の既存プロジェクトにインポート可能です。

Save hours organizing your textures with this simple to use tool.

Pursuing the easiest possible workflow the Texture Organizer makes the tedious manual steps when importing textures completely automatic. It creates standardized output, ready for use in your master material.

Explainer Video

True "one-drag, one-click" approach:

   1. Drag 1 of the imported textures into a texture slot of the Blueprint Details panel

   2. The tool automatically:

       a. searches and assigns matching texture files (diffuse, roughness, metalness, etc) and assigns them to slots

       b. proposes a 4 channel RGBA control texture

       c. proposes closest power-of-2 value 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

But also:

  • Preview the result in a "WYSIWYG" demo material box
  • Adjust control textures (invert, contrast, min/max), saving instructions in the final material
  • Create Normal maps directly from Height maps
  • Combine Normal maps (adding scratches to a surface, for example)
  • Adjust color maps (diffuse, subsurface, emissive) using blur, contrast, saturation and re-colouring

User Guide

Version History

Typical Input Examples:

  • brick-tiles_02_albedo, brick-tiles_02_normal, brick-tiles_02_SpecHeightRough,
  • Asphalt_light_dif, Asphalt_light_nm, Asphalt_light_control
  • Tiles_05_Diffuse, Tiles_05_Rough, Tiles_05_Height, Tiles_05_AO, Tiles_05_Specular

Typical Output Examples:

  • T_Brick_Tiles_02_D_4K
  • T_Brick_Tiles_02_N_4K
  • T_Brick_Tiles_02_SRxH_4K
  • T_Asphalt_Light_D_4K
  • T_Asphalt_Light_N_4K
  • T_Asphalt_Light_SRA_4K
  • T_Tiles_05_D_4K
  • T_Tiles_05_N_4K
  • T_Tiles_05_SRAH_4K

(these are just examples. No textures are provided with the TextureOrganizer)


sRGB Textures created with the tool should be saved and re-loaded (Right-click->Asset Actions->Reload) before they are used in a material, otherwise they will look wrong. Restarting the project also works.


Automation Features:

  • Super easy to use with one blueprint in an empty map
  • Searches through the import folder using pattern-matching, putting each available texture in the right slot. To do this, it uses a customizable data table for patterns, "MyMaterialName001_R_4K", "MyMaterialName001_Rough_4K", "MyMaterialName001_Gloss_4K", etc for a roughness texture.
  • Can recognize existing control textures and place its channels in the right slots
  • Fully customizable "Control Texture". You decide which channel goes where and which formatting is used
  • Fully customizable output naming, using a "prefix, base name, suffix, postfix" framework

Fine-tune textures before saving:

  • Adjust Diffuse, SubSurface and Emissive maps with a live preview
  • Adjust Control textures (Specular, Roughness, Metalness, Height, Ambient Occlusion) with a live preview
  • Adjust Normal Maps (Normal intensity, flip green channel, create from heightmap, merge with additional normal, scale/flip/swizzle additional normal)
  • Adjust Preview Material to see Tesselation or Parallax


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)