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.
One Folder In,
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| ✓ 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 |
No UVs?
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| ✓ 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 |
Blend Without
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| ✓ 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 |
Stack Materials,
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| ✓ 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 |
Everything Reachable
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| ✓ 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 |
One toolkit, the whole material workflow.
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Custom Suffix Mappings
Define your own suffix-to-channel rules in preferences to match any studio's naming convention.
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Material Linking
Quickly link or propagate materials across objects.
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Scan Preview
Review every detected texture-to-channel pairing before you commit to an import.
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Position & Proximity Masks
Drive material blending by world position or distance to other objects.
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Preferences Customization
Tune behavior and appearance to fit your own workflow.
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Native Blender 4.2+ Extension
Built as a native extension — no external dependencies to manage.
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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.
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Import in Seconds
Drop a folder path into the panel, press Import, and every detected texture is loaded and connected automatically.
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No UVs, No Problem
Triplanar, box mapping, and projection masks let you texture and layer materials on any mesh, unwrapped or not.
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Non-Destructive by Design
Masks and blend groups stack, reorder, and adjust at any time — without ever rebuilding the material from scratch.
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N-Panel Workflow
Every operator lives in the N-Panel in the Shader Editor — no hunting through menus or wiring nodes by hand.
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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 |
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 |
| Join the Discord | ArtStation |