CLOSED ALPHA · BLENDER 4.2+

SIMPLE PBR Layering

Drop a folder in, and every texture connects itself. Non-destructive PBR material layering — masks, triplanar projection, and blend groups — without touching a single node.

01
TEXTURE IMPORT

One Folder In,
Every Channel Connected

Scan a folder and every detected texture is loaded, matched to the right channel, and wired up automatically — no manual socket-plugging, no per-texture colorspace fixes.

Base Color, Roughness, Metallic, Normal, AO, Displacement, Emission, Alpha, Specular IOR, and Transmission
Automatic colorspace assignment — sRGB for color, Non-Color for everything else
Custom suffix mappings in preferences, for any naming convention
02
UV-FREE MATERIAL CREATION

No UVs?
No Problem

Texture and layer materials on any mesh — even one with no UV unwrap at all — using world-space projection instead.

Triplanar, Box UV, and World UV projection for fast, UV-free texturing
Decal UV projection for non-destructive damage, labels, and surface detail
Texture Bomb and Voronoi Bomb scatter textures without visible tiling
03
PROCEDURAL MASKS

Blend Without
Ever Baking

Seven procedural mask types drive non-destructive layering — add, remove, or adjust any of them at any point without rebuilding the material.

Ambient Occlusion, Curvature, Position, Proximity, Triplanar, World Normal, Box Projector
Projection masks blend by surface orientation — grounding, directional wear
Curvature and AO masks highlight edges and crevices automatically
04
LAYERING & ADJUSTMENTS

Stack Materials,
Fine-Tune Every Channel

Blend groups layer multiple texture sets together non-destructively, with per-channel adjustments and a full set of normal map operators on top.

Per-channel adjustments for Base Color, Roughness, Metallic, Normal, Displacement
Normal ops: Flip Y (DirectX↔OpenGL), Flip X, Rotate, Combine (Whiteout & RNM), Normal to Cavity, Normal Noise
Debug AOV passes validate individual channels right in the viewport
05
GEOMETRY NODES & WORKFLOW

Everything Reachable
From the N-Panel

Triplanar Displacement extends the same world-space projection to geometry, fully compatible with the triplanar material workflow — and a growing library of geometry node utilities lives right alongside it, all driven from one panel.

Triplanar Displacement — no UV unwrap needed, matches the material projection
Context-aware Pie Menu in the Shader Editor for fast node group access
Linked asset library — every static node group in the addon, browsable in one place

Everything Inside

One toolkit, the whole material workflow.

Custom Suffix Mappings
Define your own suffix-to-channel rules in preferences to match any studio's naming convention.
Material Linking
Quickly link or propagate materials across objects.
Scan Preview
Review every detected texture-to-channel pairing before you commit to an import.
Position & Proximity Masks
Drive material blending by world position or distance to other objects.
Preferences Customization
Tune behavior and appearance to fit your own workflow.
Native Blender 4.2+ Extension
Built as a native extension — no external dependencies to manage.

Why Simple PBR Layering?

Setting up PBR materials by hand means opening the Shader Editor, importing every texture one by one, and plugging each socket yourself — before you even get to a mesh with no UVs.

Import in Seconds
Drop a folder path into the panel, press Import, and every detected texture is loaded and connected automatically.
No UVs, No Problem
Triplanar, box mapping, and projection masks let you texture and layer materials on any mesh, unwrapped or not.
Non-Destructive by Design
Masks and blend groups stack, reorder, and adjust at any time — without ever rebuilding the material from scratch.
N-Panel Workflow
Every operator lives in the N-Panel in the Shader Editor — no hunting through menus or wiring nodes by hand.

Currently in Closed Alpha

Simple PBR Layering (v0.2.5) isn't publicly available yet — access is limited to a small group of testers while the core workflow gets battle-tested. Join the Discord to follow development, see it in action, and get notified the moment it opens up.

Join the Discord

Why Trust Simple PBR Layering?

Over a decade refining workflows for real-time engines. Simple Renaming, Simple Collider, Simple Export, and Simple Camera Manager are already used and trusted by thousands of artists and studios worldwide — PBR Layering is built to that same standard, currently in closed alpha with a small group of testers.

Simple Renaming — 50,000+ users Simple Collider — 500+ users Simple Export Simple Camera Manager
Stay in the Loop
Closed Alpha today, public release when the core workflow is ready. Join the Discord to follow along and get early access updates.
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