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ShaderTexStitch

Can be used for multiple single textures and CubeMaps.

ShaderTexStitch Node

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:

  1. Create a BoxMapCamera and BoxMapCapture
  2. Create a ShaderTexStitch node
  3. Connect BoxMapCapture's boxmap outlet to ShaderTexStitch's boxmap inlet
  4. Set stitches to 6
  5. Set width and height for your desired output resolution
  6. The stitched texture is available at the stitched outlet

Combining Arbitrary Textures

Stitch multiple unrelated textures:

  1. Create a ShaderTexStitch node
  2. Connect your textures to the individual texture inlets
  3. Set stitches to the number of textures you're combining
  4. 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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Last updated: 2025-12-01 | Edit this page on GitHub