Blender Add-ons
AtlasPro — Game-Ready Texture Atlas System
Multi-material atlasing with deduplication, save-to-disk, naming template — one click
Product Description
AtlasPro — Game-Ready Texture Atlas System for Blender
Atlasing for production scenes, not toy demos. AtlasPro merges materials across multi-material objects, deduplicates shared materials across the whole selection, repacks UVs, and writes engine-ready PBR atlases — in one click.
If you've ever exported a scene only to discover 200 draw calls where you expected 5, AtlasPro is the tool that catches it before it leaves Blender.
What It Does
Select your meshes, pick a resolution, click Create PBR Atlas. AtlasPro walks every material slot of every selected object, dedupes identical materials, packs all source textures into a single unified atlas per map type (Albedo / Normal / ORM / Emission), rewrites the UVs of each face to fit its tile, builds a single Principled BSDF material, and assigns it to every object. The result: one draw call instead of fifty.
Why v1.1.0 Is a Big Deal
| Feature | Why it matters |
|---|---|
| Multi-material per object | Production assets (clothes, vehicles, characters) have 3-10 materials per object. v1.0 only read the active slot. v1.1 reads them all and emits a tile per material. |
| Material deduplication | 50 props sharing one material now produce one atlas tile, not 50. Tighter atlas, bigger draw-call saving. |
| Save to disk + naming template | Auto-write PNG to a folder with custom filenames like T_Atlas_albedo_2048 — drop straight into your studio's import pipeline. |
| Backup original materials | Original material lists are stored in a custom property before replacement, so the change is reversible. |
| Reuse atlas material | Re-running no longer pollutes the file with Atlas.001, Atlas.002, … — the existing material is reused. |
| AO automatically wired | The ORM atlas's red channel is multiplied into Base Color, so AO actually contributes to shading instead of dangling unused. |
| 10-50× faster | Image I/O switched to foreach_get/set. A 4K, 4-map atlas that took ~20 s now finishes in under 2. |
| Robust node-chain detection | Recursive walk finds the source Image Texture through up to 8 levels of intermediate nodes (Mix RGB, Hue/Saturation, Bump, Color Ramp, Normal Map, …). Works on any shader graph. |
How It Works
- Select meshes in the viewport (one with many slots, or many sharing materials — both work).
- N-panel → AtlasPro → PBR Atlas panel.
- Set Resolution (2K or 4K), tick the maps you want, set Save to if you want PNGs on disk.
- Click Create PBR Atlas. A progress cursor shows percentage; on completion the info bar reports materials processed, objects touched, and draw calls saved.
Key Features
PBR Atlas Builder
Single command. Reads Base Color, Normal (with Normal Map nodes), Roughness, Metallic, AO and Emission from every material slot. Builds packed atlases at 512 / 1K / 2K / 4K and an optional ORM combined map (R=AO, G=Roughness, B=Metallic). UVs are rewritten per-face so each material's faces land in the right tile.
Multi-Material per Object + Deduplication
Reads every material slot of each object (toggle off to revert to v1.0 active-only behaviour). Identical materials referenced multiple times across the selection are merged into one atlas tile.
Save to Disk + Naming Template
Set an output folder and every atlas image is written as PNG. The naming template supports {name}, {map}, {res} tokens — match Unity, Unreal, glTF, Godot, or any in-house convention.
Trim Sheets
Build trim sheets from selected materials in horizontal, vertical, or grid layouts — perfect for hard-surface modular kits.
Palette Textures
Generate a tiny N×1 palette image from the dominant colours of selected materials (4, 8, 16, or 32 colours). Each face's UV is collapsed onto its colour pixel. Sub-100-byte texture for low-poly stylised assets.
LOD-Aware Atlas
Allocate atlas space proportional to LOD level — full size for LOD0, ½ for LOD1, ¼ for LOD2, ⅛ for LOD3. Massive savings on heavy LOD chains.
Channel Pack
Standalone packer with built-in ORM, Unity Standard, Unreal ORM, and Mobile Compact presets. Drop in your AO/Rough/Metal/etc., pick a preset, get a packed RGBA image.
Who Is This For
- Game artists shipping to Unity / Unreal / Godot who care about draw-call counts
- Environment artists on open-world, mobile, or VR projects with tight performance budgets
- Hard-surface modellers using trim sheets for modular kits
- Indie developers who need a one-button atlas without writing custom Python
- Tech artists building automated content pipelines with predictable PBR output
Compatibility
- Blender 3.0 through 4.5+
- Works with any render engine (atlas data is engine-agnostic)
- No external dependencies — pure Python + numpy (numpy ships with Blender)
FAQ
Does it work on multi-material objects?
Yes, since v1.1.0. Each material slot becomes its own atlas tile and the faces using that slot are remapped to it.
Does it modify my originals?
Yes — UVs are rewritten and the unified atlas material replaces the original slots. If Backup original materials is enabled (default on), the original material list is preserved in a custom property on each object.
What if my materials use Mix or Hue/Sat nodes between Image Texture and Principled BSDF?
Handled. v1.1.0 walks up to 8 levels of intermediate nodes to find the source Image Texture.
Does it save the atlas images to disk?
Optionally. Set the Save to folder and PNGs are written automatically. Leave empty to keep them in Blender datablocks only.
Can I re-run it without piling up Atlas.001, Atlas.002…?
Yes — the atlas material is reused on re-run instead of being duplicated.
Will it work on Blender 4.x?
Yes — tested through 4.5 LTS.
Changelog
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 materials to custom property
- Reuse atlas material on re-run
- AO multiplied into Base Color automatically
- Progress feedback during long bakes
- Single-object atlasing supported
- 10-50× faster image I/O (
foreach_get/set) - Recursive node-chain detection (from v1.0.1) for any shader graph
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
1 file · 30.92 KB
- atlas_pro_v1_1_0.zipZIP · 30.92 KB
Blender Add-ons
AtlasPro — Game-Ready Texture Atlas System
Multi-material atlasing with deduplication, save-to-disk, naming template — one click
Tags
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 the files exactly as the seller packaged them (about 30.92 KB). See the product details and description for the included formats.
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



