Layer View

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Layer View shows a single texture map painted unlit onto the mesh — each material's own map for whichever role you pick — and works for both the loaded and the generated model. A radio group starts with Shaded (off) for normal shading, then lists every role Vertexix recognizes:

Albedo (Base Color), Normal, Metallic, Roughness, Occlusion, Emissive, Specular, Ambient, Height/Bump, Shininess, Opacity, Displacement, Reflection, Sheen, Clearcoat, Clearcoat Normal, Transmission/Volume, Anisotropy, and Iridescence.

The Vertexix viewport in Layer View showing a model's Albedo texture map painted unlit onto its surface, with the role radio list open beside it
Layer View showing a model's Albedo map unlit, with the full role radio list beside it.

The full list always shows, by design — roles the current mesh doesn't have simply render greyed out (disabled) instead of being removed, so the list's shape never changes between models. A role that exists only as a flat numeric factor with no backing image (a glass material's Transmission = 1, say, or a light's non-black Emissive) is labeled (value, no map) next to its greyed radio rather than looking silently absent.

The channel row at the bottom of the viewport

The same job is a single click away on the row of icons centred along the bottom of the viewport: one icon per channel — Base Color / Albedo, Metallic, Roughness, Normal Map, Ambient Occlusion, Emission, Opacity, Height / Bump Map, Displacement Map and more, ending with Cavity Map, Curvature Map and Edge Map. Clicking one isolates that channel on the model, in OpenGL View and in PBR Preview alike.

The bottom-of-viewport layer icon row with one channel active and isolated on the model, including the Cavity, Curvature and Edge icons at the row's tail
The channel row, with one channel isolated on the model.