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Blender Add-ons

AtlasPro — Game-Ready Texture Atlas System

Multi-material atlasing with deduplication, save-to-disk, naming template — one click

$9.99

Product Description

AtlasPro — Game-Ready Texture Atlas System for Blender

AtlasPro merges the materials of your selection into one PBR atlas — Albedo, Normal, ORM and Emission — rewrites the UVs so every face lands in its own tile, and gives all objects one material. One draw call instead of fifty.

The atlas shows what your materials show. When a material cannot be carried into an atlas exactly, AtlasPro leaves that material as it was and tells you why, instead of quietly putting the wrong image in its tile.

What It Does

Select your meshes, pick a resolution, click Create PBR Atlas. AtlasPro reads the Principled BSDF that is actually connected to each material's output, reads every input the way Blender shades it, packs one tile per unique material, rewrites the render UVs of the faces that use it, builds one atlas material and assigns it. Materials it cannot reproduce exactly keep their own slot, and the info log names them with the reason.

New in 1.2.0

What changedWhy it matters
The atlas matches the renderA missing map now takes the material's own value: a fabric with Metallic 0 stays fabric, a solid-colour material keeps its colour. Packed ORM textures from glTF read their green and blue channels instead of red twice.
Node chains, computedA tint through Mix, albedo multiplied by AO, a gloss map through Invert, a DirectX normal flipped with Math, a Normal Map strength — AtlasPro computes these per pixel exactly as Blender does, so the tile shows the result, not the raw texture.
Honest about the restBump, Mapping, node groups, Mix Shader, non-Principled shaders, textures that tile across the UV square: that material is left exactly as it was and the info log says which and why. Bake it first and it goes in.
Restore OriginalsOne button puts back the materials, UVs and material slots, exactly as they were — even after you saved and reopened the file. To try other settings, restore and build again.
Nothing of yours is overwrittenA second atlas gets its own name, so the first keeps working. Files already in your Save to folder are never touched; an image or material of the same name elsewhere in the file is left alone.
Survives Save and reopenAn atlas kept inside the .blend is packed with it, and the original materials stay in the file. Before, the atlas came back black and the originals were gone.
Alpha and emissionTransparent edges and lace keep their alpha in the saved PNG and in the material; glowing parts keep their Emission Strength.
Real production scenesLinked duplicates, objects with several materials and "All material slots" off, lightmap UV layers, empty slots, Edit Mode — each one broke the look before and is handled now.
Sharper tilesTextures are shrunk by averaging every texel, not by picking one in three, so fine fabric does not turn to moiré. The padding lines up with the UVs: measured on the saved file, every corner of every island sees the source texel it saw before, within one texel.
All or nothingSettings that cannot work are refused before anything changes, and if something fails half-way every object is put back as it was.

How It Works

  1. Select meshes in the viewport — one object with many slots, or many objects sharing materials.
  2. N-panel → AtlasPro → PBR Atlas.
  3. Set Resolution, tick the maps you want, set Save to if you want PNG files on disk.
  4. Click Create PBR Atlas. The status bar sums up the result: how many materials went into one, on how many objects, by how much tiles were shrunk if they had to be, and where the atlas was saved. Anything left as it was is listed in the Info log.
  5. Changed your mind? Select the objects and click Restore Originals in the main AtlasPro panel.

Key Features

PBR Atlas Builder

Albedo with alpha, Normal (through a Normal Map node, strength included), ORM (G = Roughness, B = Metallic) and Emission at 512, 1K, 2K or 4K. Tiles that do not fit are shrunk by one common factor, so a 4K and a 2K texture keep their 2 : 1 proportion, and the status bar says by how much. Six clothing materials with 4K albedo, normal, roughness and metallic maps become one 4K atlas in about 5 seconds, saved files included (measured on Blender 5.2).

Reads Materials the Way Blender Shades Them

Image Texture, Mix (Mix, Multiply, Add, Subtract, Screen), Invert, Math (Add, Subtract, Multiply, Divide, Minimum, Maximum), Separate and Combine Color, RGB and Value nodes, Normal Map. Inputs without a texture use the material's own values. Other Principled settings — Sheen, Coat, Subsurface and the rest — are carried over when the materials agree, and named in the Info log when they differ.

Multi-Material Objects and Deduplication

Every material slot of each object becomes a tile; a material shared by fifty props becomes one tile. With "All material slots" off, only the active slot goes in and the other slots keep their own material and UVs.

Save to Disk and Naming Template

Write every map as a PNG with your own naming pattern built from name, map and resolution — for example T_Atlas_albedo_2048. Without a folder the atlas is packed into the .blend.

Trim Sheets

One cell per material in a horizontal, vertical or grid layout, with the same maps, reading and restore as the PBR atlas. The trim material is assigned for you.

Palette Textures

A tiny palette of 4, 8, 16 or 32 colours from the selected materials. Each material collapses onto the swatch closest to the colour it actually shows. Ideal for low-poly stylised assets.

LOD-Aware Atlas

Every LOD level in one atlas with proportionally smaller tiles — full size for LOD0, half for LOD1, a quarter for LOD2, an eighth for LOD3. Every material of every level gets its own tile.

Channel Pack

Packs the active material into ORM, Unreal ORM, Unity Standard or Mobile Compact. Reads packed textures by channel; ambient occlusion comes out white (no occlusion), because a Principled BSDF has no AO input to read.

What AtlasPro Does Not Do

  • It does not bake. A material whose look depends on Bump, Mapping, a node group, Hue/Saturation, a Color Ramp or a shader mix is left as it was — bake it to textures first and it goes in.
  • It does not read ambient occlusion: a Principled BSDF has no AO input. The red channel of the ORM atlas is white.
  • A texture that repeats across the UV square (fabric tiled four times) cannot live in one tile. UVs that are only shifted by whole repeats are moved back, and the rest is named in the Info log.
  • The atlas is 8-bit PNG, like the textures games use. A colour brighter than 1.0 — from a Mix Add, or an emission — is clipped, and the Info log says so.
  • One atlas carries one Emission Strength, with each tile's share in its colour. That is exact for ordinary scenes; when the strengths differ by hundreds of times, the weakest glow loses precision in 8 bits, and the Info log says so.

Who Is This For

  • Game artists shipping to Unity, Unreal or Godot who care about draw-call counts
  • Environment artists on open-world, mobile or VR projects with tight performance budgets
  • Character artists who need one material for a character with many clothing pieces
  • Hard-surface modellers using trim sheets for modular kits
  • Tech artists who need predictable PBR output and a report of what went in

Compatibility

  • Blender 4.2 LTS and later — checked on 4.2.9, 5.1, 5.2, 5.2.1 and 5.2.2 before every release
  • Works with any render engine (atlas data is engine-agnostic)
  • No external dependencies — pure Python and the numpy that ships with Blender

FAQ

Does it work on multi-material objects?
Yes. Each material becomes its own tile and the faces using it are remapped to it.

Does it change my originals?
It rewrites the UV map that renders (the one with the camera icon) and replaces the material slots with the atlas. With Backup original materials on (the default) it keeps a copy of the UVs and slots and keeps the original materials in the file, and Restore Originals puts everything back exactly.

What if my materials use nodes between the Image Texture and the Principled BSDF?
Mix, Invert, Math, Separate and Combine Color and Normal Map are computed exactly. Anything else leaves that material as it was, and the Info log names the node — AtlasPro will not guess.

Can I re-run it with different settings?
Yes: click Restore Originals, change the settings, build again. The atlas keeps its name and replaces its own files. Running it on objects that already use the atlas is refused, because that would squeeze their UVs a second time.

I already have an atlas called Atlas. What happens to it?
Nothing. The new one is called Atlas_2, and the status bar says why.

Does it save the atlas images to disk?
If you set a Save to folder. Otherwise they are packed into the .blend and survive saving and reopening.

What if my textures are as large as the atlas itself?
Every tile is shrunk by one common factor until each material has its own place. Six 4K textures in one 4K atlas end up at about 1,333 pixels each; the status bar tells you the factor and the smallest tile. To keep more detail, split the selection into several atlases.

My scene went through AtlasPro 1.1 and looks broken. What now?
Undo that run, or reopen a copy saved before it, and build again with 1.2. Version 1.1 kept only the names of the original materials, so objects that still show its atlas are left alone and named in the Info log.

Which Blender versions?
4.2 LTS and later. Every release is checked on 4.2.9, 5.1, 5.2, 5.2.1 and 5.2.2.

Changelog

v1.2.0

  • Source textures as large as the atlas no longer stack on top of each other: every tile is shrunk by one common factor and the status bar says by how much
  • Normal and ORM atlases no longer come out black; colours from 8-bit textures are no longer washed out
  • Missing maps take the material's own values instead of fixed ones (no more fabric turned into metal)
  • Node chains computed exactly: Mix, Invert, Math, Separate and Combine Color, Normal Map strength; packed ORM textures read by channel
  • Materials that cannot be reproduced exactly are left as they were and named, instead of getting the wrong image; the Principled BSDF connected to the output is used
  • Restore Originals button: materials, UVs and slots come back exactly, also after saving and reopening
  • An atlas kept inside the .blend is packed and survives reopening; original materials stay in the file
  • Names and files never collide: a second atlas gets its own name, existing files and same-named images and materials are left alone
  • Linked duplicates are remapped once; with "All material slots" off the other slots keep their material; the render UV map is rewritten; UVs shifted by whole repeats are moved back
  • Alpha is carried into the PNG and the material; Emission Strength is carried
  • Area-averaged downscaling; padding lined up with the UVs
  • Works from Edit Mode; settings that cannot work are refused before anything changes, and a failure half-way puts everything back
  • Trim Sheet, LOD Atlas and Palette now assign their material, read every slot and can be restored; Palette matches each material by the colour it shows; Channel Pack reads packed textures by channel and leaves AO white

v1.1.0 — 2026-05-24

  • Multi-material per object support
  • Material deduplication across the selection
  • Save atlases to disk (PNG) with naming template
  • Backup original material names to a custom property
  • Reuse atlas material on re-run
  • Progress feedback during long builds
  • Single-object atlasing supported
  • Faster image reading and writing
  • Recursive lookup of the source Image Texture (from v1.0.1)

v1.0.0 — Initial release

  • PBR Atlas, Trim Sheets, Palette Textures, LOD Atlas, Channel Pack
  • Auto / manual mipmap-safe padding
  • 512 / 1K / 2K / 4K atlas resolution

What you get

3 files · 138.77 KB

  • atlas_pro_v1_2_1.zipZIP · 60.53 KB
  • atlas_pro_v1_2_0.zipZIP · 47.32 KB
  • atlas_pro_v1_1_0.zipZIP · 30.92 KB
Package checkPassed
Views38
PublishedAug 28, 2026
File size138.77 KB
File formatZIP
Versionv1.0

Tags

atlastexture atlasUVtrim sheetchannel packORMPBRLODdraw calloptimizationUnityUnreal
N
NeonAnvil
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Frequently asked questions

Do I get access instantly?

Yes. This is a digital product - you can download it right after checkout, straight from your library.

Can I use it for commercial projects?

Licence terms are set by the seller. Check the product description before you buy - it states any limits on personal, commercial or client use.

What's your refund policy?

You're covered by a 30-day money-back guarantee. If something isn't right, request a refund from your order and the Getly team reviews it.

What file formats and sizes will I get?

You'll download 3 files - ZIP - 138.77 KB in total.

Do I get free updates?

Yes - when the seller ships a new version, you can re-download the latest files from your library at no extra cost. Check the changelog for recent updates.

Price

$9.99