Textures
How images get into a graph — private blobs, uploads, Unsplash, and the texture proxy.
Texture nodes sample an image as a vec4. The images behind them are stored
as private blobs, scoped to the workflow, and managed through the editor's
asset library.
Getting images in
Two ways, both in the asset library:
- Upload an image file.
- Import from Unsplash — search and pick, and the image is copied into the workflow's own storage.
Either way the asset belongs to the workflow; nothing references an external URL at render time.
How textures are served
Blobs are private, but shaders render on the viewer's GPU — including in
embeds on third-party sites. So textures are served through the
unauthenticated /api/get-texture proxy, and the
public workflow payload lists each texture asset with an
absolute URL pointing at that proxy. The embed runtime resolves texture nodes
against that list; the editor uses the same proxy.