In this PixaFlux tutorial, learn how to create a seamless, procedural full grain leather texture that adapts perfectly to any 3D mesh—ideal for artists working in Blender, Maya, Houdini, or any PBR-based pipeline. Using the powerful Surface Groups node in PixaFlux, you'll discover how to generate evenly distributed pixel clusters that simulate authentic leather grain. This video covers every step, from generating grain patterns and adding realistic border noise, to building accurate albedo, normal, and roughness maps. Perfect for CG artists, game developers, and VFX professionals looking to elevate their material creation workflows with high-quality, node-based textures.
PixaFlux is a powerful node-based image processing and PBR texture authoring software designed for 3D artists and technical creatives. With its intuitive node graph engine, every image editing operation is non-destructive and highly customizable, making iteration fast and efficient. PixaFlux goes beyond traditional 2D workflows by supporting 3D models, UV mapping, and advanced procedural techniques—making it an ideal tool for creating seamless, high-quality textures for physically based rendering (PBR) pipelines. Whether you're working in game development, VFX, or digital design, PixaFlux offers a flexible, visual approach to texture creation and image manipulation.
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Learn more about the Surface Nodes
• Procedural Surface Textures
Surface Groups Node
• Create a Cellular Procedural Surface ...
In PixaFlux.
From the mesh nodes menu, drag a Surface node.
Set the Scene, object and size.
Add a surface groups node.
Connect it.
Add a surface bake node.
Connect surface and image.
Connect the inputs.
Connect the output.
Connect the output to the Scene Textures albedo input.
Activate Surface Groups.
In the scene viewport settings window.
Set debug shader to albedo.
Num Groups breaks the surface in the given number of groups.
Min Size controls the minimum size of each group.
Minimum Size is a stronger constrain than num groups and for this reason the final number of groups might be lower than the defined number of groups.
Now that we've set up the Surface Groups node, let's extract the borders and add some noise to enhance the texture's realism.
Add a surface filter node.
Connect it.
Set filter to different.
This filter draws black elements that have all neighbours with the same group, and white those with at least one neighbour in a different group.
Add a second surface filter node.
Set filter to swap.
This filter swaps randomly the values of the current element and one of its neighbours.
Set amount to 0.5 to mix it with the input image.
From the compose menu, drag a blend node.
Connect the borders image to the mask input.
Connect the output image to surface bake.
Set the foreground and background colors.
Set the foreground color.
Set the background color.
Turn off the debug shader.
From the generate nodes menu, drag a constant node.
Set the format to value.
Set value to zero.
Connect the image output to the Scene Textures metalness input.
Add a Surface to normal node.
Drag a new surface bake node to bake the normal map.
Connect all inputs and outputs.
Connect the image output to the Scene Textures normal input.
The borders seem to be extruding out of the surface.
Set the surface to normal multiplier to a negative value.
This makes the borders carve into the surface
Add a new surface bake node.
Connect the borders as input.
Connect the output to the scene textures roughness input.
From the adjust nodes menu drag a curves node.
Set the curve to increase the roughness of the grains, and decrease the roughness of the crevices.
Now lets save the textures.
Save the albedo texture.
Save the normal texture
Save the roughness texture.
With the full grain leather texture project complete, we can create new textures for any other model.
Delete the scene.
Load a new 3d model.
Activate the surface node.
Set the scene and object.
PixaFlux generates a new surface texture for the new mesh.
Save these new textures as images.
Activate the surface groups node.
Changing the seed value creates a completely different texture.
These textures can be used in any pbr shader rendering network.
This is how to create a full grain leather procedural texture.
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