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Connected material workflow

Keep material maps consistent between tools

A map’s meaning matters as much as its pixels. Save a typed asset, choose a compatible tool and explicitly apply it to the intended slot. Keep the original file and check the result before publishing another version.

The decision

What this solves

A correctly exported PNG can still be assigned to the wrong channel, convention or material.

Start with one identifiable change

Use a simple image or one of the material tools’ original samples. Generate a height or normal map, or paint a deliberate metalness mask. A photograph does not reveal measured roughness, height or metallic composition automatically.

For a repeatable check, use a constant grey roughness patch, a binary black-and-white metalness mask or one known raised feature. Keep camera, light and other material controls fixed while checking one map.

Save, choose a destination, then apply

Expand the connected-tools panel, choose the output and use “Save / update asset”. Select a compatible destination and open it. On the destination, inspect the selected asset and input before choosing “Use selected asset”. Opening a page is not permission to replace its content.

Updating an asset creates a new version. An already-open destination announces an available update; apply it explicitly. If the destination changes while an import is being read, reselect the target rather than assuming the old selection still applies.

Keep normal data and mask data distinct

In the normal-convention mode, an eight-bit green-channel flip uses 255 − G: 64 becomes 191, while red and blue remain unchanged. Flipping twice restores the original stored values. This only changes the Y convention; it does not repair UV seams or a wrong tangent basis.

Use standalone grayscale for roughness and metalness. In a glTF metallic-roughness texture, roughness is green and metalness is blue. A packed image is therefore not interchangeable with a standalone mask. Split or pack channels deliberately, and use data colour-space settings in the destination.

Apply to the material you actually mean

In Render Studio, the connected panel names the selected material and shows how many parts share it. Applying a map affects that material; changing a shared material affects every listed part. Map updates preserve the model and camera.

Connected renderer maps must be opaque PNGs no larger than 2048 pixels per side. Roughness and metalness must be grayscale, and their scalar is set to 1. Height is converted to normal detail, not displaced geometry. A linear emission mask becomes white glow at intensity 1; it is not calibrated lighting. Packed, AO and specular maps are not assigned by this adapter.

Check the returned file, not just the thumbnail

Send the selected material map back only when its role is clear. A returned normal map contains the actual assigned normal pixels, including a height-to-normal conversion. Renderer emission exports as a colour image rather than a recovered grayscale mask.

These handoffs use temporary storage in this browser on this origin, not cloud sync. Assets expire after 30 minutes; the tray is limited to 24 assets and 200 MiB total, with stricter limits in individual tools. Download your originals and final outputs. Clearing site data or using another browser will not preserve this workspace.

Tools for this task

Start with these tools

Use the tools in order, or jump straight to the one that matches the question in front of you.

Workflow

Step-by-step workflow

The sequence keeps the work practical and reduces the usual guesswork before production.

Create a small, recognisable input

Use a known feature or mask and choose the output’s semantic type.

Open tool

Save an asset version

Use the connected panel. Keep a downloaded copy for durable storage.

Open tool

Apply to a compatible slot

Read the destination label and, in Render Studio, the named material and shared-part count.

Open tool

Check and return the edited result

Inspect channels, orientation and dimensions. Save an updated version and explicitly reapply it where needed.

Example outcome

The normal-convention check maps green 64 to 191 while preserving red and blue; a returned height-derived normal contains actual normal pixels.

Basis and limitations

Based on the current XO3D Labs tools, original synthetic examples and documented format behaviour. Examples demonstrate these workflows; they do not certify every source file. Original tool examples and current workflow checks.

Khronos glTF 2.0: Materials: Source documentation and public production context.

Common mistakes
  • Assigning a packed texture as a standalone material mask.
  • Assuming an updated source automatically replaces an open material.
  • Treating temporary browser storage as a durable project archive.
Work with XO3D

Related XO3D services

Use the tools to clarify the task. For a product campaign that needs creative direction and production, explore the relevant XO3D programme.

Next pages

Keep going

FAQ

Questions this page answers

Will changing a source map overwrite my open material?

No. Saving creates an updated asset version. The destination requires another explicit apply.

Can a normal map change the outline of the product?

No. It changes shading direction. This connected height workflow also produces normals; it does not add displaced geometry.

Can I send an ORM texture straight to a metalness slot?

No. Split the required channel first. The renderer adapter accepts standalone grayscale masks, not packed ORM data.

Are these files synchronised between devices?

No. The connected tray is temporary browser-local storage. Download files you need to keep or move elsewhere.

Next step

Put the guide into practice

Open a tool, check the result and use the relevant guide when a question comes up.

Open Create or convert a normal map

Published by XO3D Labs: 2026-10-15

Updated: 2026-10-15

About the studio behind these tools

Practical tools from XO3D, a director-led product CGI studio working with tech, industrial and premium consumer brands on product films, launch stills and interactive experiences.

That makes us the right choice for launch-critical work where the visual standard has to be high and the product may not exist yet.

It makes us the wrong choice for three things: hundreds of routine SKUs to a fixed template, a permanently live self-service configurator across a large range, and the campaign idea itself.