Editor Window Settings

Texture Adjustments editor window can be opened from the Main Toolbar → Window → Amazing Assets menu:

Adjustment and filters can be used in any number. They can be added, removed and rearranged inside the rendering list any time.

Adjustments order in the rendering list is from the bottom to the top. On the screenshot below Hue, Saturation & Lightness filter is rendered first, then Oil Painting and Texture Bombing. LUT is rendered the last:

New adjustment is always added to the top of the rendering list and it is rendered the last one.


Adjustment’s position in the list and its rendering order can be changed anytime, by selecting the icon inside titlebar and dragging it up or down:


Adjustment is not rendered if it is disabled:


Based on the settings, adjustment may not be rendered at all. In this case it has a yellow titlebar.

For example, if HSL filter’s values are set to zero, there is no point to calculate it, as those properties do not affect the texture's colors at all. Same as resizing texture with 100 percent value:


Most adjustments are applied per-channel, which can be selected from the RGBA toolbar, above of the adjustments controllers:

If all channels are disabled, adjustment is not rendered (has a yellow titlebar).


For inspecting individual channels of the rendered texture, use the channel selector menu under the main preview area:


Adjustments support Blend modes, defining how current adjustment is blended with the rendering result of the previous filter. All Photoshop® style blend modes are supported:


Adjustment's rendering area can be controlled using a Mask texture:


Adjustments support ‘Multi-Mask’ mode. This allows applying adjustment per-RGBA channels separately, using Channels Mask Map:


To compare the adjusted texture with its original source texture, hold down the left mouse button inside the main preview area and move it left or right:

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