#What you'll learn
- How a Pixxexa texture is built: a material's layers, its colour ramp and its overlays.
- How to control colours, dithering, light shading and see-through areas.
- How to mask a layer so it only shows in patches.
- How to animate a texture so it loops seamlessly.
- How to turn your own images into tiles and make transition tiles between two textures.
#Before you start
- You've picked a material, added an overlay and exported a tile in the Beginner guide.
- You need a plan that includes Pixxexa.
- Optional: a palette from Pixxulo to match your game's colours.
#How-tos
#How to set up the colour ramp
- Every layer turns its pattern into colours using a ramp, from dark on the left to light on the right. Select a layer and open its Colour section.
- Click a swatch to change it, or Add a colour. A ramp needs at least 2 colours.
- Use Use colours from a suite palette to fill the ramp from a ready-made palette, and the Colours number to choose how many colours to take from it.
- Use Ramp from a biome… for a hue-shifted ramp from one of the 50 biome palettes: cool shadows, warm or cold highlights.
- To use your own palette, click Library and open a palette: it replaces the ramp, sorted from dark to light.
#How to control dithering and shading
- In a layer's Colour section, set Dither to none, 2×2, 4×4 or 8×8, then Dither amount. Dithering mixes neighbouring ramp colours in a pattern instead of a hard step.
- Raise Light shading to give the surface relief, and set Light angle for where the light comes from.
- On the material panel, the Light and Dither menus set these for the whole material at once.
#How to make parts see-through
- Raise See-through below on a layer. The darkest part of its pattern, up to that amount, becomes transparent.
- Use it for detail layers that sit over another texture: grass tufts, cracks, puddles.
- Tick Invert to flip the pattern first, so the light parts become the see-through ones instead.
#How to mask a layer into patches
- Select a layer and open Mask.
- Choose a pattern from the menu (for example Mask: noise). The layer now only shows where that pattern is high.
- Set Coverage (how much of the tile it covers) and Softness (how gradual the edge is). Some masks have Mask scale.
- Tick Invert to swap where it shows, and Re-roll mask for a new arrangement.
#How to work with layers
- In Layers, click + to add a generator (a pattern) or an operator (blur, emboss, levels…). An operator reworks the result of the layers drawn before it.
- Each layer has Blend and Opacity. Reorder with the arrows, hide with the eye, delete with the bin.
- Re-roll layer gives one layer a new seed without changing the others.
- Before editing a material's layers by hand, click Detach so your edits aren't replaced when you move the material's sliders. Reset material returns to the material's own settings.
#How to animate a texture
- Select the recipe and open Animation.
- Use Scroll across and Scroll down (whole tiles per loop, −4 to 4) for flowing water or drifting clouds.
- Tick Boil (morph and back) for bubbling lava or swamp water.
- Set Colour cycling (whole turns of the ramp per loop) for shimmering or glowing effects.
- Set Frames (2 to 64) and FPS (1 to 30). On a layer, This layer moves × makes it flow faster or stay still while the others move.
#How to turn your own image into a tile
- Click Import and choose, drop or paste an image. It's scaled to the tile size.
- Pick Blend edges (cross-fades a band at the edges; set the band width) or Mirror (reflects the image so edges always match).
- Check the 3×3 preview, then Download PNG or Use as layer to keep building on it.
#How to make transition tiles
- Click Edge set and pick the Other texture to blend into.
- Corner 16 makes 16 corner tiles for simple terrain transitions; Blob 47 makes the full 47-tile autotile set.
- Wall top, Floor edge and Trim make borders and frames. Trim has Band, Frame and Inset styles.
- Adjust Ragged edge for a natural or a clean border, then Download.
#Workflows
#A consistent tileset for one level
- Pick a biome in Biomes and note its colours.
- Make ground, wall and detail textures using Ramp from a biome… with that biome on each.
- Build Blob 47 transitions between ground types, then export 8 variants of the ground so large floors don't look repetitive.
- Send the tiles to Pixxori as images or the variants as a sheet to paint the level.
#A lit stone wall
- Make the wall texture and export its Normal map at the same scale as the tile.
- Light it in Pixxura, or use both maps in your engine's 2-D lights.
#Matching voxel props
- Use the same biome in Pixxovo so props and textures share colours.
#Tips and shortcuts
- R new seed · V variations · 1 one tile · 3 3×3 · F fill the screen · S seam lines · 0 fit.
- Space play · ← / → step · Ctrl+Z / Ctrl+Y undo / redo · Ctrl+S export · Delete removes the selected layer.
- A texture's colours only ever come from its ramps (plus overlay ramps), so a ramp from your palette keeps it on palette.
- Send to App offers The tile (image), 8 variants (sprite sheet), The ramp (palette), and The animation (frames) when the texture moves.
#Troubleshooting
- My layer edits keep resetting. Click Detach first; material sliders rebuild the material's layers.
- GIF export says the recipe is still. Turn on scrolling, boil or colour cycling in Animation.
- A masked layer vanished. Coverage is at 0%, or Invert is on. Raise Coverage.
- The imported tile still shows a seam. Widen the Blend band, or use Mirror for patterns without a clear direction.
- Colours look off after loading a palette. The palette replaced the ramp; adjust Colours or pick a different palette.