Documentation
Limitations
Current VFX Loom 1.2.0 constraints and Beta boundaries.
Keep these boundaries in mind while authoring:
- Material maps follow the target mesh UV layout. A MeshPart without usable UVs previews as a flat colour until it is unwrapped.
- Geometry is Beta and lives inside Material projects. It is a procedural VFX geometry toolset, not a general mesh-modeling system.
- Geometry changes vertex positions but does not provide arbitrary topology editing, sculpting, retopology, or UV unwrapping.
- Static mesh export is the recommended Geometry runtime path. Procedural Animated Mesh export is experimental and intended for lightweight runtime VFX.
- The VFX flipbook export path applies to VFX projects. Material projects use material-map and asset export paths instead.
- A Material project without Geometry has no timeline transport. The timeline becomes available once the graph contains Geometry.
- Geometry sharing is blocked until its mesh source can be safely shared.
- Node and export support is capability-filtered by project type. A node visible in one project type may not be authorable in another.
- Preview Lighting changes the inspection view only; it does not change exported material maps.
- The Material Library is a production catalogue, but imported materials remain starting points that can be changed in the current project.
- The loader preserves unknown nodes with a warning, but a build that does not implement a node cannot render or export that node’s result.
See Projects, Material, Geometry Beta, and FAQ for the workflows behind these limits.