← Gaming news
Steam announcementView the game on SifterOctober 2, 2026

Gator Material Studio 1.3.0

Designer

  • Added the new Mesh Map Input node for creating materials that react to baked mesh data.
  • Mesh Map Input supports:
  • Curvature
  • Ambient Occlusion
  • Position
  • Thickness
  • World Space Normal
  • Normal
  • Bent Normal
  • Object ID
  • Material ID
  • Height / Displacement

[/*][*]

Built-in preview meshes now generate and cache preview mesh maps for Designer.

[/*][*]

Custom preview meshes can bake and rebake their own preview maps.

[/*][*]

Preview maps automatically update when changing preview meshes.

[/*][*]

Published Designer materials retain semantic mesh-map dependencies instead of embedding preview-specific data.

[/*][*]

Fixed Cube preview UV mapping so each face uses the full material UV range.

[/*]

Edge Generator

  • Added a unified Edge Generator node with multiple behavior modes:
  • Edge Wear
  • Edge Damage
  • Edge Notch
  • Edge Chipping
  • Edge Cracks
  • Edge Roughness / Breakup
  • Edge Bevel / Rounding
  • Edge Dirt / Accumulation

[/*][*]

Added controls for combining Curvature, AO, auxiliary inputs, breakup, edge width, threshold, softness, amount, scale, and strength.

[/*][*]

Existing edge-node aliases remain compatible with older saved graphs.

[/*]

Bake

  • Improved Curvature baking for more reliable hard-edge detection.
  • Reduced false curvature from mesh tessellation.
  • Improved smooth-shading handling to prevent artifacts such as sphere pole seams.
  • Improved Curvature output for use with procedural edge effects and Smart Materials.

Painter

  • Published Designer materials can now consume the active model's baked mesh maps.
  • Exposed Designer parameters remain editable after applying a published material.
  • Materials that require baked mesh maps now list those requirements in their tooltips.
  • Applying a material with missing required maps now displays a warning identifying which maps need to be baked.
  • Materials without mesh-map dependencies continue to work without Bake requirements.
  • Improved 2D painting performance when the UV overlay is enabled by caching UV overlay geometry instead of rebuilding it during every brush movement.

Performance and Stability

  • Cached Designer preview maps are reused when possible instead of being regenerated unnecessarily.
  • Improved mesh-aware material evaluation and preview behavior across different models.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.