Inside Open Painter

One scene.
Every surface, editable.

Paint, layer, age, bake and export inside Blender. Start from a bundled material or build your own, with the mesh and the material in the same place.

Paint and build

From the first brush stroke to a reusable material.

Paint a whole material

Paint enabled PBR channels together with live feedback. Keep every gesture editable.

  • Continuous material strokes, pressure, alphas and erasing
  • Native Blender brushes for individual channels and masks
  • Editable strokes, material stamps and painting across texture sets
Read the guide

Every layer stays yours

Build with eight PBR channels, paint and fill layers, and nested folders.

  • Per-channel blending and opacity, including normal blend modes
  • UV and triplanar projection, 65 procedural sources and 52 filters
  • 50 bundled smart materials, 16 effects and 18 smart masks
Read the guide

A library you can open up

Start from an editable smart material, tune its master controls, then change any component.

  • Four to eight authored master controls per bundled recipe
  • Asset categories for materials, masks, brushes, alphas, textures and more
  • Save and import portable materials with packed images and stroke records
Read the guide

A built-in node editor

Paint with layers and build with nodes. Open Graph keeps both views of your material in sync.

  • Edit layers, masks, filters and their connections directly in Open Graph
  • Share detail through anchors and build custom mask logic with Blender shader nodes
  • Versioned modules that merge updates while retaining local edits
Read the guide

Give surfaces a history

Place wear and detail using the material, the mesh and the scene.

Age the material

Choose what an object is made of, where it lived, how it was used and how old it is.

  • Substrates, primers, paint, top coats and coating condition
  • Environment history, maintenance and dated events such as repainting
  • Keyframe age, adjust art direction and preserve manual layer edits
Read the guide

Put detail where it belongs

Combine painted corrections, generators, mesh selectors and live scene fields.

  • Select by object, collection, material, vertex group, face set or attribute
  • Nested mask groups, custom shader graphs and View Mask
  • Live proximity, orientation, exposure, height and geometry fields
Read the guide

Let the surface become geometry

Place flakes, moss and peeled paint from the material's coverage, then bake their detail back.

  • Rust, moss, snow, splinters, bolts, rocks, scales and bark
  • Your own mesh prototypes, surface color matching and aging-driven regeneration
  • Height displacement, extracted curves, stitches, welds and Normal/AO bake-back
Read the guide

Place and move decals

Position PBR artwork with an image Empty directly in Blender's viewport.

  • Move, rotate, scale and duplicate independent decal layers
  • Color, roughness, metallic, normal, height and emission inputs
  • Projection depth, edge softness, facing and editable masks
Read the guide

Keep detail at the right scale

Author sizes in metres and make neighbourhood filters follow the surface across UV seams.

  • Physical feature sizes and filter radii resolved for each asset
  • Texel-density readouts and declared physical-size provenance
  • Surface-space blur, warp, dilation and directional effects
Read the guide

Check, refine and deliver

Inspect the inputs, manage preview cost and prepare the output.

Bake with answers

See what each mesh map needs, whether it is current and what happened during the last bake.

  • Normal, AO, curvature, thickness, position, IDs and utility maps
  • Bake Doctor findings that select the affected geometry
  • Paint projection distance, skew, direction and exclusion corrections
Read the guide

Keep heavy stacks manageable

Inspect layer costs and control how expensive content appears in the preview.

  • Shader Native preview and disposable preview resolutions
  • Profile Layers, preview bypass and cached or frozen layers
  • Freeze While Painting and clear updating, stale and failure states
Read the guide

Export for your destination

Review the files, channels and conventions before writing textures or a complete target package.

  • Blender, Unreal, Unity HDRP/URP, Godot and custom targets
  • Resolution overrides, UV padding, channel packing and engine preview
  • Transactional publication, evaluated bundles, atlas and mesh LOD staging
Read the guide

Add assistance and collaboration

Optional online workflows around an offline texturing core.

Direct an editable material

Describe a material or refinement. The Assistant proposes ordinary layers you can inspect and undo.

  • Create, Refine, Plan and Explain across a set, folder or scene materials
  • Generated surface textures, shared channel placement and candidate appearance review
  • Protected content, change receipts and conflict-aware AI undo
Read the guide

Bring packs into Blender

Use Connect to install Materials+ and team packs as ordinary portable materials.

  • Browser device sign-in, checksum verification and pack updates
  • Local library integration with the same editable material format
  • Installed files remain when subscription access ends
Read the guide

Share a material library

Publish reusable materials to the people on your project.

  • Shared libraries, roles, invitations and member management
  • Material and module uploads with optional approval
  • Versioned team packs installed and updated through Connect
Read the guide

The Assistant requires online access, an eligible ChatGPT/Codex account and current geometry maps for authoring. It sets up its private runtime on first sign-in. Connect uses your Open Painter website account. Materials+ and Teams are separate services from software licensing.

Know the current scope

Blender 5.2+ is required. Tested on Blender 5.2.1 LTS on macOS Apple Silicon; Windows and Linux remain unverified. Authoring uses one UV tile. Preview speed depends on the asset, and engine presets do not replace checking the result in your destination engine.

Compatibility and current limitations

Free for creators. Licensed for studios.

Source-available software for Community and Studio use. Your models, textures, materials and other created assets remain yours.

Choose the license for your work