Last update: Thu Mar 26 2026 00:00:00 GMT+0000 (Coordinated Universal Time)
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The Output template tab allows you to manage and create new Output templates. You can use Output templates to modify the names, formats, and configuration of exported textures.
Presets list
The Presets list show all the available Output templates. This list includes a collection of Default Output templates, as well as any custom templates that you have created.
From this list, templates can be created, renamed, duplicated, or deleted.
Action
Visual
Description
Duplicate
Create a copy of the currently selected output template in the list.
Remove
Remove the currently selected outpute template in the list. Note: Deleting a template cannot be undone.
Add
Add a new empty output template.
Double-click
Rename the selected output template.
Right-click
Right-click on a tempate to open the contextual menu where you can delete, rename, or duplicate a template.
Output maps list
This section lists all the textures that will be generated by the template and their composition.
Map types and keywords
The top line list all the type of texture types that can be made:
Button
Visual
Description
Gray
Add a new grayscale map.
RGB
Add a new RGB color map.
R+G+B
Add a new RGB map with 3 individual grayscale slots.
RGB+A
Add a new RGB map plus an alpha (grayscale) slot.
R+G+B+A
Add a new RGBA map with 4 individual grayscale slots.
NOTE
Some types can be merged/collapsed when they are empty or share the same input map:
Map name
Each texture can be named using a custom naming convention. A few keywords can be added (with the help of the $ button) to be automatically replaced by the application when generated the final file:
Keyword
Description
$project
Replaced by the name of the project file (.spp).
$mesh
Replaced by the name of the mesh file (input mesh file, like .fbx)
$textureset
Replaced by the name of the material/Texture Set from which the texture is generated from.
$udim
Replaced by the UDIM number from which a texture is generated from.
$colorSpace
Replaced by the name of the color space used for the given channel (RGB or G, ignores Alpha).
Map file format and bit depth
The first dropdown can be used to specify the file format of the current output map.
The second dropdown is sued to specify the bit depth of the output map. The bit depth depends on the file format selected. See Export settings for more details.
NOTE
For the format and bit depth setting to be taken into account when exporting, make sure the file type in the general settings is set to Based on output template.
Source map list
Input maps
The input map list regroups all the channels that can be added via the Texture Set settings.
NOTE
The user channels are based on their original name (user_x), custom names are ignored.
Mesh maps
The mesh maps are the baked textures:
Name
Description
Normal
Baked normal map.
World space normal
Baked world space normal.
ID
Baked ID.
Ambient occlusion
Baked ambient occlusion
Curvature
Baked curvature.
Position
Baked position.
Thickness
Baked thickness.
Height
Baked height.
Bent normals
Baked bent normals.
Converted maps
Converted maps are maps that are generated by the application from another source:
Name
Description
Normal OpenGL
Combined normal map in OpenGL format of the baked normal and the Texture Set’s normal channel.
Normal DirectX
Combined normal map in DirectX format of the baked normal and the Texture Set’s normal channel.
Mixed AO
Combined ambient occlusion of the baked ambient occlusion and the Texture Set’s ambient occlusion channel.
Diffuse
Diffuse texture generated from the Base Color and Metallic channel (metallic areas are replaced by a black color).
Specular
Specular texture generated from the Base Color and Metallic channel.
Glossiness
Glossiness texture generated from the inverse of the roughness channel.
Unity4 Diffuse
Deprecated. Diffuse texture generated from Base Color channel to match Unity 4 shaders.
Unity4 Gloss
Deprecated. Glossiness texture generated from Roughness and Metallic channel to match Unity 4 shaders.
Reflection
Textures where white indicates a dielectric material and other colors as metallic materials.
1/ior
Texture containing 1 divided by the IOR value. IOR is generated from the metallic map: 1.4 for dielectrics, 100 for metals (black color).
Glossiness2
Square version of the Glossiness channel (Glossiness * Glossiness)
f0
Texture containing reflectance value as fresnel 0 (0.04 for dieletrics, 1.0 for metallic).