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.