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For those who don’t know the tool: ArcBrush is a native node-based image editor from ArcBrush LLC for Windows, macOS and Linux. It connects image inputs, adjustments and exports in reusable graphs for batch processing, asset variants and texturing. Version 1.7 expands that approach to complete materials and makes the floating-point toolset available in the free personal edition.
Already earning its keep
I have been using ArcBrush quite a bit for the image preparation behind Digital Production’s galleries: changing sizes, converting colour spaces and dealing with the housekeeping that happens before pictures reach the website. Yes, this needs to be done for basically every article. None of this has really taxed the application. It has, however, given it plenty of opportunities to crash. So far, it has been a very useful accomplice and has not done so.

For lots of small jobs, or one job repeated lots of times, the graph approach works really well in daily production. In my use, ArcBrush also starts considerably faster than the batch-processing tools I would normally reach for. That is an observation from everyday work, without a stopwatch or a comparative benchmark. Sometimes the feature you appreciate most is getting started before you have forgotten why you opened the application, and yes, this is the equivalent of going into a room and forgetting why you went there.
We covered the original node-based editor in May. The appeal remains straightforward: build a process once and keep using it. Version 1.7, released on 20 October, gives that process a substantially more material-minded direction. I am looking forward to giving it something more demanding than another folder of screenshots. The screenshots have had quite enough attention.
One graph, another folder
The batch workflow starts with Image Folder and ends with Export Batch, with the processing chain between them. Nodes run across the incoming images without a separate batch mode. Folder filters, subfolder scanning and natural-name sorting help organise the input; a temporary file limit lets you develop the graph on a small sample before running the full set. Export naming uses tokens, so repeating a process need not mean repeating the filename administration.
That is precisely the kind of pipeline convenience I value here. Resizing images is hardly an expedition into the unknown. Resizing the next pile, consistently, without rebuilding the same decisions is where a modest task starts making a useful case for nodes.

Keep the material together
Version 1.7’s texture sets carry up to eight maps together: base colour, normal, roughness, metallic, ambient occlusion, height, opacity and emissive. Texture Folder identifies maps by filename, while Texture assembles them from individual inputs. Transforms and warps apply across the set, including reorienting normal directions. A roughness adjustment can target that map while leaving the others alone. The maps get to travel as a group, rather than trusting us to remember every member of the party.

Texture Layer combines sets using height to determine the visible surface. The added surface-detail tools include Height Layer, Normal Layer, Bevel, Ambient Occlusion, Curvature and Normal to Height. Together they cover layered relief, bevelled masks, contact shading, wear masks and height reconstruction from normals. These are the new production possibilities I want to explore, rather than capabilities established by my gallery-preparation work.

Export Texture handles destination naming, channel packing and OpenGL or DirectX normal conventions for Unreal, Unity, Godot, Blender, Substance Painter and other targets. Its editable file table exposes channels, formats and bit depths. Automatic output uses 8-bit PNG for colour maps, 16-bit PNG for normal and data maps, and half-float EXR for height extending outside 0–1. Packed output defaults to 8-bit PNG. Crucially, it does not bake the viewport’s display transform into the material maps.

Trim the repetition
The Trim Sheet node creates named strips and regions, including nested cuts and empty areas, or lays a template over an existing texture. Layouts transfer to and from Blender’s ZenUV add-on. Individual trim branches can crop a material, repeat it along a strip and blend seams before Arrange reconstructs the sheet. Edge extrusion helps protect the result through mipmapping, while Export Data supplies rectangles and UVs. A useful place to trim the workload. I shall now put the scissors down.
Look at the surface, then lose focus


3D Render displays the material on built-in shapes or imported glTF, OBJ and FBX geometry, with HDR environment lighting and point or directional lights. Imported meshes supply geometry and the first UV set; their materials and animation are ignored. Built-in shapes support tessellation and height displacement, whereas custom meshes keep their existing geometry. The node outputs straight RGBA and a separate depth pass for downstream processing.

Lens Blur uses that depth for selective defocus, with click-to-focus, separate near and far blur multipliers, aperture shaping, anamorphic effects, cat-eye bokeh and aberration controls.

Uniform mode also works without depth. Depth Map mode requires a 32-bit float document, avoiding the 256-step precision of an 8-bit depth image. Losing focus is something I can already do without software; having deliberate control over where it happens is the upgrade.
More precision, fewer flattened surprises
The free personal edition now includes the 32-bit float pipeline, OpenColorIO colour management and high-bit-depth export. Working-space and display settings remain separate, with ACES 2.0 support and ACEScg and ACEScct working spaces. Export Image and Export Batch distinguish baking the displayed view, converting to a target colour space and retaining working-space values. For gallery work and material data alike, knowing which conversion reaches the file matters rather more than the elegance of the node arrangement.

PSD and PSB import reads the flattened composite, preserving transparency, rather than rebuilding layers, masks or smart objects. A compatible flattened copy must exist in the source file; Multichannel documents and ZIP-compressed composites are refused. PSD export produces flat 8- or 16-bit files. Embedded profiles are honoured on image import, including Adobe RGB and Display P3; wide-gamut values survive in float projects, while an 8-bit project converts to sRGB and clips out-of-gamut colours.
A small editor inside the editor
The new Pixel Art node stores editable pixel layers in RGBA or indexed colour, with up to 128 layers, selections, symmetry and wrapping for seamless tiles. Its output connects to palette variants, sprite-sheet packing and batch export.

Path Warp adds artwork along curves, while Export Data writes CSV, JSON or custom text describing assets and outputs. Version 1.7 brings the library to 117 nodes, including 18 additions.
Availability, licences and the next batch
ArcBrush 1.7 runs on Windows 10/11, macOS 12 or later on Apple Silicon, and Linux via AppImage for Ubuntu 22.04 or later. Personal and non-commercial use is free. The current licence terms distinguish a $49 perpetual Pro licence for eligible individual commercial work from Studio at $99 per seat per year for company work, teams or operations exceeding $250,000 trailing annual gross revenue or $1 million outside funding over 24 months. Pro includes 1.x updates; Studio has a 12-month term without automatic renewal. A 14-day commercial trial is available.
Keep a copy before upgrading: projects saved in 1.7 do not reopen in 1.6. My positive experience so far concerns routine image preparation, not a stress test of the new material system. ArcBrush has already made the repetitive jobs pleasant enough to keep using it. Now I want to see what happens when I stop giving it the easy ones.
| Product | ArcBrush 1.7 |
| Developer | ArcBrush LLC |
| Platforms | Windows 10/11; macOS 12+ Apple Silicon; Linux AppImage, Ubuntu 22.04+ |
| Personal use | Free for personal and non-commercial work |
| Pro | $49 once; individual commercial use subject to eligibility |
| Studio | $99 per seat per year; companies, teams and operations above the stated caps |
| Trial | 14 days |
| Project compatibility | 1.7 saves do not open in 1.6 |
P.S. And I do want some respect for NOT making the “99 batches, but ArcBrush ain’t one” Pun in the headline. That one would have been inappropriate, misquoted, stupid, and not particularly funny.

