ShaderTexStitch¶
Can be used for multiple single textures and CubeMaps.

Combine Multiple Textures into One
ShaderTexStitch combines multiple separate textures into a single stitched output texture. It's commonly used to merge the six faces of a BoxMap (from BoxMapCapture) into a single texture for export, preview, or further processing.
Reference¶
The following properties can be configured for this node:
| Property | Type | Description |
|---|---|---|
stitches |
- | number of textures to stitch |
width |
- | width of final texture |
height |
- | height of final texture |
render pass |
- | render pass |
| Inlet | Type | Description |
|---|---|---|
| properties | properties | properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties |
| texture | texture | texture one (left) |
| texture | texture | texture two (front) |
| texture | texture | texture three (right) |
| texture | texture | texture four (back) |
| texture | texture | texture five (top) |
| texture | texture | texture six (bottom) |
| texture | texture | texture list |
| boxmap | boxmap | boxmap (list) |
| Outlet | Type | Description |
|---|---|---|
| stitched | texture | stitched texture |
Input Options¶
Multiple Input Methods
ShaderTexStitch accepts textures in several ways:
| Input Method | Description |
|---|---|
| Individual inlets | Connect up to 6 textures to the labeled inlets (left, front, right, back, top, bottom) |
| Texture list | Connect a texture list message |
| BoxMap | Connect a boxmap directly from BoxMapCapture |
The individual inlet labels correspond to the six faces of a cube/BoxMap.
BoxMap Face Order¶
Understanding BoxMap Faces
When working with BoxMaps (similar to OpenGL CubeMaps but as separate textures):
| Inlet | BoxMap Face | Direction |
|---|---|---|
| texture one | Left | -X |
| texture two | Front | +Z |
| texture three | Right | +X |
| texture four | Back | -Z |
| texture five | Top | +Y |
| texture six | Bottom | -Y |
This matches the output order from BoxMapCapture.
Output Configuration¶
Setting Output Dimensions
Configure the final stitched texture size:
- width: Total width of the output texture in pixels
- height: Total height of the output texture in pixels
- stitches: Number of textures being combined
The textures are arranged based on the stitch count and output dimensions. For a 6-face BoxMap being stitched horizontally, set width to 6× the individual face width.
Common Workflows¶
Stitching BoxMap Output
Combine a BoxMap's 6 faces into a single texture:
- Create a BoxMapCamera and BoxMapCapture
- Create a ShaderTexStitch node
- Connect BoxMapCapture's
boxmapoutlet to ShaderTexStitch'sboxmapinlet - Set
stitchesto 6 - Set
widthandheightfor your desired output resolution - The stitched texture is available at the
stitchedoutlet
Combining Arbitrary Textures
Stitch multiple unrelated textures:
- Create a ShaderTexStitch node
- Connect your textures to the individual texture inlets
- Set
stitchesto the number of textures you're combining - Configure output dimensions
Render Pass¶
Timing Control
Use render pass to control when the stitching operation occurs in the frame pipeline. This is important if the source textures are generated by other render passes — ensure the stitch happens after the source textures are ready.
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Quick Start
Get started with ShaderTexStitch in minutes
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Complementing ShaderTexStitch
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub