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Settings

Before you start painting, configure your library folders in the Settings tab so Copernicus Painter knows where to find your materials, smart materials, and alphas.


Library Types

Materials

Regular texture sets stored as folders on disk. Each material folder contains texture image files named after the channels they represent (e.g. basecolor.png, roughness.exr, normal.exr). These are the standard PBR textures you would download from sites like Poly Haven or Quixel.

Smart Materials

Procedural materials built inside a Houdini COP network and saved as .cpio files using the Material Creator. A smart material can have multiple outputs (base color, roughness, normal, etc.) and optional inputs that connect to baked texture data (AO, curvature, position, etc.). When dropped onto a layer, the entire node network is imported and wired automatically.

Smart Masks

Like smart materials but output a single grayscale mask used to control layer blending. Also saved as .cpio files. Use these to create procedural dirt, wear, grunge, and other effects driven by baked geometry data.

Alphas / Brushes

Grayscale image files used as brush stamps when painting masks. These control the shape of each paint stroke. Common sources include ZBrush alphas, Gorilla alphas, or any grayscale image.


Configuring Paths

Settings

In the Settings tab, set the following:

Field What to point to
Materials Path Root folder containing your material subfolders
Smart Materials Path Folder containing .cpio smart material files
Smart Masks Path Folder containing .cpio smart mask files
Brushes/Alphas Path Folder containing alpha/brush image files
Library Depth How many folder levels deep before materials appear

After setting paths, click the ↻ Refresh button in the Materials panel to reload the library.

For more detail on folder structure and library depth see Material Folders.


Normal Map Y Direction

Set whether your target renderer uses OpenGL (+Y) or DirectX (-Y) normal maps. This affects how baked normal maps are written.

Option Use for
OpenGL (+Y) Blender, Unity, Maya, Houdini
DirectX (-Y) Unreal Engine, 3ds Max

This setting is configured per project at initialization time in Project Setup.


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