Lets you assign an Image to the OpenGL Viewport Representation

When right clicking on an image node within a material Vop, you can assign it to an openGL Channel of that Vop (Material).

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This makes it so that you can see your texture (with uv projection only) in the viewport versus the typically grey-shaded representation.

<aside> 💡 A recommendation is to only use the Color channel. While you can display the other channels, the more channels you display, the slower the viewport will become. On a few objects, no problem, but many objects and you will see severe performance hits.

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