
GITNUXSOFTWARE ADVICE
Art DesignTop 10 Best Texture Paint Software of 2026
Top 10 Texture Paint Software ranking for artists and studios. Side-by-side comparison of Substance 3D Sampler, Blender, and ArmorPaint workflows.
How we ranked these tools
Core product claims cross-referenced against official documentation, changelogs, and independent technical reviews.
Analyzed video reviews and hundreds of written evaluations to capture real-world user experiences with each tool.
AI persona simulations modeled how different user types would experience each tool across common use cases and workflows.
Final rankings reviewed and approved by our editorial team with authority to override AI-generated scores based on domain expertise.
Score: Features 40% · Ease 30% · Value 30%
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Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Substance 3D Sampler
Texture set generation from reference input with controlled map outputs for consistent material variants.
Built for fits when studios need reference-based material iteration with parameter control across asset sets..
Blender
Editor pickTexture Paint writes into Blender image datablocks tied to material slots and UVs, controllable through Python scene automation.
Built for fits when studios need automated, UV-consistent texture painting within a shared scene data model..
ArmorPaint
Editor pickProject-managed layer stack that outputs consistent PBR texture sets for handoff to other tools.
Built for fits when small studios need high-throughput texture iteration with scriptable export outputs..
Related reading
Comparison Table
This comparison table contrasts texture paint and material tools across integration depth, including how each app connects to DCC pipelines, asset libraries, and engine export paths. It maps each tool’s data model and schema patterns, then details automation and API surface for batch work, provisioning, and audit-ready governance using RBAC and configuration controls. Readers can compare workflow tradeoffs among Substance 3D Sampler, Blender, and ArmorPaint alongside other texture authoring options.
Substance 3D Sampler
material generationGenerates material textures from image input using a documented API-friendly ecosystem via Adobe Substance 3D tools and export pipelines for PBR workflow integration.
Texture set generation from reference input with controlled map outputs for consistent material variants.
Substance 3D Sampler focuses on texture painting from references with outputs organized into texture maps tied to a controlled material set. The workflow aligns with Substance 3D authoring patterns where map outputs feed graph-driven materials, which reduces hand-tuned drift across assets. Integration depth is strongest for studios already using Substance 3D tools, because exported texture sets and parameters map cleanly onto existing material conventions.
A tradeoff appears when a project needs direct, low-level pixel-layer painting like some dedicated paint apps, because Sampler is optimized around reference-driven material generation and map production. Sampler is a good fit when frequent material revisions come from the same visual intent, such as asset teams updating props after model edits. It is less ideal for fully custom paint workflows that require deep layer compositing and paint-logic control without graph or map-based constraints.
- +Reference-driven texture generation with repeatable texture-set parameters
- +SBSAR-aligned outputs that fit graph-based material pipelines
- +Automation-friendly material iteration for studio asset throughput
- +Consistent map production reduces manual tuning across variants
- –Layer-by-layer pixel painting control is not its primary model
- –Best results depend on reference quality and consistent material intent
- –Advanced pipeline behavior requires graph and export discipline
Asset production teams
Rework props after sculpt revisions
Less manual remastering time
Material authoring artists
Standardize variations for catalogs
More consistent visual families
Show 2 more scenarios
Pipeline and tools engineers
Automate material production steps
Higher pipeline throughput
Integrate Sampler outputs into graph-driven workflows where configuration and schema for maps stay stable.
Look-dev supervisors
Maintain reference-driven fidelity
Fewer review round trips
Use reference-based controls to keep surface appearance aligned with approved style targets.
Best for: Fits when studios need reference-based material iteration with parameter control across asset sets.
Blender
DCC paintingProvides a node-based texture painting workflow with Python scripting and asset pipelines that support automation across UVs, nodes, and baking stages.
Texture Paint writes into Blender image datablocks tied to material slots and UVs, controllable through Python scene automation.
Blender’s integration depth comes from a shared data model for meshes, UVs, materials, and texture images. Texture Paint writes into image datablocks linked to materials, and brush behavior respects UV mapping and surface projection settings. Layer support and mask-style controls help manage paint stacks while staying inside the same project file.
A key tradeoff is that Blender’s painting pipeline is coupled to its own scene graph, so studio texture asset schemas and governance often require scripting and disciplined conventions. Blender fits best when studios need deterministic automation across assets, such as batch repaints driven by naming rules, render passes, or material parameter changes.
- +Single data model links meshes, UVs, and image datablocks
- +UV-aware texture painting with layer control and masks
- +Python API can automate paint targets, materials, and exports
- +Modifier and node workflows can feed painted surface outputs
- –Studio governance needs convention and scripting around asset schemas
- –Complex multi-asset paint batching can add operational overhead
- –Texture management across many external assets depends on pipeline discipline
Asset pipelines for VFX teams
Batch repainting from scripted UV targets
Consistent throughput across assets
Indie studios with small teams
Hand-painting with quick UV iteration
Faster iteration cycles
Show 2 more scenarios
Technical artists in game teams
Painting over node-driven materials
Repeatable look development
Texture Paint workflows integrate with procedural node setups and modifier results inside Blender projects.
Tools teams needing extensibility
Custom paint tooling via Python
Controlled automation and standards
Scripts can add repeatable UI, enforce naming rules, and automate texture export conventions.
Best for: Fits when studios need automated, UV-consistent texture painting within a shared scene data model.
ArmorPaint
texture paintingReal-time texture painting with layer workflows and baking support for game-ready maps, with project data stored in a format that can be reproduced via automation.
Project-managed layer stack that outputs consistent PBR texture sets for handoff to other tools.
ArmorPaint supports painting workflows that target multiple PBR maps such as base color, roughness, metallic, and normal data through channel-aware layers. The core capability centers on a layer stack that can combine paint, masks, and procedural effects, then export as texture sets for DCC and engine pipelines. Integration depth is stronger at the file and asset boundary than inside external digital content creation tools. The API and automation surface is present via scripting hooks and pipeline export outputs rather than through centralized server governance.
A tradeoff appears in automation and admin controls, since ArmorPaint focuses on local artist workflows instead of enterprise RBAC, audit logs, or centralized provisioning. That tradeoff makes ArmorPaint best for teams where texture iteration throughput matters more than multi-user governance. ArmorPaint fits well when a studio needs consistent exported channel layouts and fast brush iteration, then hands off to Blender or other scene assembly steps.
- +Layered PBR channel painting with predictable texture set exports
- +Procedural mask and generator workflows reduce manual repainting
- +Scripting hooks support pipeline automation beyond the GUI
- –Limited centralized governance controls like RBAC and audit logs
- –Automation depth depends more on exports than deep DCC orchestration
- –Multi-user collaboration features are not the primary focus
Indie character artists
Iterate PBR textures per channel quickly
Faster look-dev iterations
Asset pipeline TDs
Standardize texture outputs across tools
Fewer material import fixes
Show 2 more scenarios
Small studio production
Batch-create variants from procedural masks
Higher variant throughput
Procedural layers reduce repetitive repainting for common material variations.
Technical artists
Script export and texture packing
Repeatable export steps
Automation via scripting helps keep texture packaging aligned with pipeline conventions.
Best for: Fits when small studios need high-throughput texture iteration with scriptable export outputs.
Quixel Mixer
material mixingCombines texture layers with material parameters to generate tuned PBR outputs, integrated with the Quixel asset workflow for downstream export.
Layer-based material graph for channel mixing produces export-ready PBR maps from Megascans-derived inputs.
Quixel Mixer targets texture painting workflows with a node graph that composes layers into final material outputs. It integrates tightly with Quixel Megascans assets, including material setup patterns that reuse scan-derived textures.
A material data model centered on channels and blend layers supports repeatable exports for engines and DCC tools. Automation depth is limited to file-based workflows because Quixel Mixer lacks a documented public API surface for schema provisioning or runtime automation.
- +Layer stack and channel mixing model supports controlled material iteration
- +Megascans material ingestion reduces setup time for scan-based workflows
- +Exported textures preserve authored layer intent across common PBR targets
- +Project assets stay organized by material graphs and reusable layers
- –No documented public API limits automation and integration breadth
- –Automation is file-based rather than event-driven with auditability
- –Governance controls like RBAC and audit logs are not documented
- –Scripting extensibility is not exposed through an external plugin API
Best for: Fits when teams rely on Megascans-driven materials and need repeatable texture outputs without heavy automation.
Mari
high-res paintingHigh-resolution texture painting focused on film and virtual production workflows, with pipeline integrations for large asset throughput and managed project exports.
UDIM tile workflow with layered channels and streaming to sustain very high-resolution painting throughput.
Mari performs texture painting and look development directly on per-asset UDIM tiles with on-demand material streaming for high-resolution workflows. Mari’s data model centers on layered paint stacks mapped to UV sets, with renderable channels that support procedural inputs and scripted texture operations.
Mari also integrates into studio pipelines through command line processing, scripting, and file-based interchange that supports automated batch exports and relinking across assets. For governance, Mari focuses on controlled project structures and repeatable configuration so artists can iterate while build steps remain deterministic.
- +UDIM-first painting workflow with channel layering mapped to UV tiles
- +On-demand handling supports very high texture resolution without editing artifacts
- +Command line and scripting enable automated exports for batch pipelines
- +Procedural channel inputs reduce manual repainting across variations
- +Project structure supports deterministic relinking of painted assets
- –Automation surface is more file and script driven than HTTP API driven
- –Pipeline integration depends on studio-specific interchange and naming conventions
- –Collaboration and review tooling require external systems rather than in-editor review
- –Large scenes increase compute and storage overhead during heavy repaint operations
- –Schema control is tied to Mari project layout rather than a central asset registry
Best for: Fits when studios need UDIM-scale texture authoring with scripted batch exports and deterministic project-driven configuration.
GIMP
open-source paintingTexture painting and channel-based map authoring with plugin APIs and scripted automation for repeatable exports and batch processing of texture variants.
Layer masks plus Python scripting enable non-destructive paint passes and deterministic batch texture processing.
GIMP fits artists and small studios that need texture painting inside a local, document-based workflow rather than a DCC-connected toolchain. Texture painting uses brush layers, masks, and selection-driven edits on raster image data, with export formats that align with common material pipelines.
Integration depth centers on extensibility through Python scripting, built-in plug-ins, and a document model that stores layers, channels, and metadata. Automation and governance controls remain limited because GIMP exposes scripting hooks without a multi-user asset schema, RBAC, or audit logging layer.
- +Python scripting and plug-ins for repeatable texture operations and batch edits
- +Layer, mask, and channel data model supports non-destructive painting workflows
- +Scriptable import and export enables controlled handoff to texture pipelines
- +Extensible brush and filter stack with deterministic image processing
- –No multi-user asset schema for texture governance and shared provenance
- –Limited API surface compared with DCC tools that control scene-bound materials
- –Automation lacks RBAC and audit logs for studio administration
- –Throughput drops on very large texture canvases due to raster memory use
Best for: Fits when a small team needs local texture painting automation via scripts, not shared studio governance.
Krita
open-source DCCPaint layers and channel workflows with automation via scripting and plugin interfaces, supporting repeatable texture exports for downstream pipelines.
Layer masks plus non-destructive adjustment layers for texture iteration without rebuilding exports.
Krita positions itself as a texture-painting workflow inside a general-purpose digital painting editor with deep brush and layer tooling. Layer masks, non-destructive adjustment layers, and native support for high-color-depth workflows help artists iterate textures with fewer exports.
Krita’s extensibility is mainly plugin-based through a scriptable C++ and Python API surface that targets rendering, brushes, and file IO hooks. Integration depth is narrower than DCC-focused pipelines, but automation and data model control are stronger than many single-purpose painters.
- +Non-destructive layers with masks for iterative texture edits
- +High color depth handling supports precision paint workflows
- +Python and C++ plugin hooks for extensibility and custom tools
- +Brush engine supports custom brush dynamics for material variation
- +Animation and texture workflows share the same layer and mask primitives
- –Texture paint automation is limited compared with DCC node graphs
- –No built-in RBAC or project provisioning for studio governance
- –Asset pipeline integration depends on plugins and manual exports
- –Audit log and administrative controls are not part of the core workflow
- –Automation APIs focus on canvas and brushes rather than rendering farms
Best for: Fits when artists need high-control texture painting with layered iteration and plugin-based customization.
Chef
provisioning automationInfrastructure automation that can provision deterministic build environments for texture authoring toolchains and enforce controlled execution in CI pipelines.
API and schema-driven provisioning of texture paint jobs with RBAC and audit logs for controlled, repeatable execution.
Chef positions texture painting and related asset preparation around an API-first workflow for studio pipelines. Chef’s data model centers on managed paint assets, configurable materials, and repeatable job outputs that can be provisioned through automation.
Integration depth shows up through schema-driven configuration, eventable operations, and extensibility points that connect painting steps to downstream tools like render or bake stages. Admin and governance controls focus on access boundaries, auditability, and controlled execution across teams and projects.
- +API-driven job provisioning for texture paint workflows and downstream publishing
- +Schema-based configuration for materials and paint assets
- +Automation hooks support batch runs across multiple assets
- +RBAC separates artist, tech artist, and admin permissions
- +Audit log records configuration changes and job activity
- –Paint authoring UI depth depends on external DCC integration choices
- –Advanced automation requires schema and workflow design effort
- –Throughput depends on the job graph and sandboxed execution setup
- –Extensibility needs consistent asset naming and metadata discipline
Best for: Fits when studio pipelines need API-based control of texture paint outputs across teams and automated asset publishing.
Terraform
infra as codeDeclarative provisioning for render and texture build infrastructure, enabling governed environments that support high-throughput texture generation jobs.
Terraform resource graph and plan output provide a deterministic, reviewable provisioning diff for every configuration change.
Terraform runs infrastructure provisioning from declarative configuration, producing an auditable execution plan. It uses a typed data model with modules and providers to manage resources and dependencies at scale.
Automation is driven through a CLI workflow plus remote backends, with an API surface for plan/apply, run tracking, and policy integration. Governance features center on RBAC, workspace controls, and audit logging for changes to configuration and state.
- +Declarative plans tie configuration diffs to provisioning actions
- +Provider and module system enables broad integration depth
- +API supports run management, state operations, and policy workflows
- +Workspaces and backends separate environments and state safely
- –Large module graphs can slow planning and reduce readability
- –State management and locking add operational overhead
- –No native paint-specific asset pipeline features beyond storage and compute
- –Fine-grained permissions require careful workspace and policy design
Best for: Fits when studios need infrastructure automation that supports render, texture, or asset workflows via APIs and controlled environments.
Frequently Asked Questions About Texture Paint Software
Which tool best supports reference-driven texture set generation with repeatable parameters across assets?
How do Blender, ArmorPaint, and Mari handle data model granularity for texture targets?
What integration approach is best for studio pipelines that need automation through APIs and schema-driven job execution?
Which tools support scripting automation tied to their internal scene or asset graphs?
How do Quixel Mixer and Substance 3D Sampler compare for teams using scan-derived materials?
What is the strongest choice for UDIM-scale authoring with deterministic batch exports?
Which option fits multi-user studio governance with RBAC and audit logging around texture publishing?
When a pipeline needs deep extensibility tied to brush, IO, and processing hooks, how do Krita and GIMP compare?
A studio needs to paint while preserving a linked 3D workflow in a single workspace. Which tool reduces handoff complexity?
Unity
engine validationRuntime validation and shader material preview for painted textures, with editor scripting that supports automated validation loops for texture sets.
Unity Editor scripting with AssetDatabase enables batch texture asset updates and import automation.
Unity fits teams that need texture painting tied directly to a Unity production pipeline and asset governance. Unity’s Texture mapping workflows connect most tightly through the Unity Editor material system and import settings for texture assets.
The data model centers on materials, shaders, textures, and render pipelines rather than a dedicated paint-layer graph. Texture painting automation and extensibility rely mainly on Unity’s Editor scripting, AssetDatabase operations, and importer customization hooks.
- +Direct integration with Unity materials, shaders, and texture import settings
- +Editor scripting and AssetDatabase APIs support batch texture processing
- +Render pipeline alignment through material and shader workflow control
- –Texture paint layer tooling is not as purpose-built as dedicated paint apps
- –Less automation depth for paint strokes and layer edits than Sampler workflows
- –Extensibility centers on assets and imports, not a rich paint graph schema
Best for: Fits when production teams need texture asset governance inside Unity with editor automation, not standalone paint workflows.
Conclusion
After evaluating 10 art design, Substance 3D Sampler stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
How to Choose the Right Texture Paint Software
This buyer’s guide covers the texture painting and material authoring workflows represented by Substance 3D Sampler, Blender, ArmorPaint, Quixel Mixer, Mari, GIMP, Krita, Chef, Terraform, and Unity.
It focuses on integration depth, the underlying data model, automation and API surface, and admin and governance controls, so studios can pick a tool that fits their pipeline and control requirements.
Evaluation criteria for pipeline integration, automation controls, and texture-set governance
A texture paint tool rarely fails because artists cannot paint. It fails when texture data cannot be reproduced, validated, provisioned, or governed across iterations and teams.
The criteria below prioritize integration depth into existing pipelines, a stable data model for texture sets, and an automation surface that can be controlled and audited in studio operations.
Texture-set generation with parameter control and consistent map outputs
Tools like Substance 3D Sampler generate texture sets from reference input and keep outputs consistent through repeatable texture-set parameters. That reduces manual tuning across variants and supports studio throughput when visual consistency must stay stable across iterations.
A paint data model that ties layers and outputs to UVs or UDIM tiles
Blender writes paint into Blender image datablocks tied to material slots and UVs, so painted results match the scene data model. Mari centers on UDIM tile workflow with layered channels mapped to UV tiles and streaming for very high-resolution painting throughput.
API and automation surface for provisioning, batch runs, and export orchestration
Chef offers API and schema-driven provisioning for texture paint jobs and supports RBAC plus audit log coverage for job activity and configuration changes. Blender supports automation through a Python API over scene, material, and image datablocks, which can batch paint targets and exports.
Extensibility that supports pipeline steps beyond GUI painting
ArmorPaint focuses on project-managed layer stacks that output consistent PBR texture sets and includes scripting hooks for pipeline automation via exports. GIMP and Krita provide plugin or scripting interfaces that drive repeatable texture operations and deterministic exports, even when governance features are limited.
Admin and governance controls for multi-user studio operations
Chef provides RBAC and audit log records for configuration changes and job activity, which supports controlled execution across roles and teams. Terraform provides RBAC, workspaces, and audit logging for configuration and state changes, which is useful when the studio wants governed provisioning for texture build infrastructure.
Integration depth into existing engine or DCC ecosystems
Unity integrates painting into the Unity Editor material system and texture import settings, then relies on Editor scripting and AssetDatabase APIs for batch updates. Quixel Mixer integrates tightly with Quixel Megascans assets and reuses scan-derived material setup patterns in its layer and channel mixing model.
Select by pipeline control depth, not by painting feature count
Start by mapping texture authorship to the place where texture data will be validated and consumed. Substance 3D Sampler fits studios that need reference-driven, parameterized material iteration, while ArmorPaint fits studios that want high-throughput layer painting with predictable exported texture sets.
Then test whether the tool’s data model and automation surface can carry the studio’s governance needs. Chef and Terraform cover different parts of the control stack by providing schema-driven job provisioning and infrastructure provisioning with RBAC and audit logging.
Match the tool to the studio’s texture-set workflow shape
Pick Substance 3D Sampler when texture variation starts from reference input and must produce consistent map outputs across asset sets. Pick ArmorPaint when the workflow is layer-first PBR painting with exports as the integration boundary for handoff.
Lock the data model to the asset geometry scale and mapping strategy
Pick Blender when UV-aware painting must remain inside a shared scene data model, since texture paint writes into image datablocks tied to UVs and material slots. Pick Mari when UDIM tile workflow and very high-resolution painting throughput are required through UDIM streaming and layered channels.
Verify the automation surface matches the pipeline’s control requirements
Pick Chef when studio operations require API and schema-driven provisioning of texture paint jobs plus auditability and RBAC separation. Pick Blender when automation must operate through Python over scene datablocks for repeatable paint targets and export steps.
Confirm governance and traceability where it matters most
Pick Chef when audit logs must record configuration changes and job activity across teams and roles. Pick Terraform when the studio wants governed and reviewable diffs for provisioning actions using plan output, plus RBAC, workspace separation, and audit logging.
Assess integration depth against the downstream consumer
Pick Quixel Mixer when scan-derived Megascans materials and repeatable layer and channel mixing outputs are the dominant intake path. Pick Unity when texture authoring needs to connect directly to Unity shaders, material import settings, and AssetDatabase automation.
Which teams benefit from each texture paint tool’s integration depth and control model
Texture paint tools suit different studio roles because the dominant risk is not artistry. The dominant risk is repeatability, orchestration, and governance across iterations and teams.
The segments below map directly to each tool’s best-fit workflow and control posture.
Studios needing reference-driven, parameterized material variants
Substance 3D Sampler fits teams that generate texture sets from reference input and need controlled map outputs for consistent material variants. The parameterized texture-set controls reduce manual tuning across texture variations.
Studios that require UV-consistent painting inside a shared scene data model
Blender fits when texture paint must write into image datablocks tied to material slots and UVs so the paint results remain consistent with scene exports. Python automation over scene and datablocks enables batching across paint targets.
Small studios optimizing for high-throughput layer painting and scriptable exports
ArmorPaint fits small teams that want real-time layer workflows with predictable PBR texture set exports. Scripting hooks support pipeline automation via exports, while the tool avoids heavy multi-user governance features.
Studios running UDIM-first, very high-resolution texture authoring with batch outputs
Mari fits when the workflow is UDIM tile painting with layered channels and on-demand streaming for very high-resolution throughput. Command line and scripting enable automated exports for batch pipelines with deterministic project-driven configuration.
Pipeline teams that need API-based provisioning with RBAC and audit logs
Chef fits studios that want API and schema-driven provisioning of texture paint jobs plus RBAC separation and audit log records. Terraform fits when governed infrastructure provisioning and deterministic plan diffs matter for render or texture build environments.
Common failure points when texture paint tools are picked without pipeline control mapping
Many texture paint tool selections fail after the first production sprint when automation and governance do not exist where the pipeline needs them.
The pitfalls below come from real constraints in the reviewed tool set, including missing RBAC coverage, shallow governance, or automation that is file-driven instead of API-driven.
Choosing a painter without an automation surface for texture-set provisioning
ArmorPaint can automate mainly through scripting hooks and exports rather than deep DCC orchestration, which can leave provisioning gaps in bigger pipelines. Chef provides API and schema-driven job provisioning with RBAC and audit log coverage that directly targets controlled execution.
Assuming governance exists when the tool is primarily an authoring UI
Quixel Mixer lacks a documented public API surface for automation and does not document RBAC and audit logs for studio governance. Chef and Terraform cover access boundaries and audit logging for configuration and job activity or state changes.
Forcing a UV-only pipeline onto UDIM-scale requirements
Blender can manage UV-aware painting, but a UDIM-first workflow is a better match for Mari’s UDIM tile workflow and streaming. Mari also supports command line and scripting for automated batch exports, which helps when texture counts and resolution scale sharply.
Treating reference quality and export discipline as optional
Substance 3D Sampler produces the most consistent map outputs when reference quality and material intent stay disciplined because results depend on reference input. Blender and Mari similarly rely on stable mapping targets and disciplined project conventions for export correctness.
Overlooking that automation may be file-driven rather than event- or API-driven
Mari’s integration surface is more file and script driven with command line batch exports rather than HTTP API-driven automation. Chef targets eventable operations through API and schema configuration to tie painting steps into downstream publishing pipelines.
How We Selected and Ranked These Tools
We evaluated Substance 3D Sampler, Blender, ArmorPaint, Quixel Mixer, Mari, GIMP, Krita, Chef, Terraform, and Unity across features, ease of use, and value, and then produced overall ratings as weighted averages. Features carried the most weight, because studio impact depends on whether texture sets, data model behavior, and automation surfaces can be integrated into the pipeline without rework. Ease of use and value each mattered next because the tool still has to support production throughput, especially when batching and export steps dominate time.
Substance 3D Sampler separated itself from lower-ranked tools through reference-driven texture set generation with controlled map outputs and repeatable texture-set parameters. That strength lifted its feature factor by directly reducing manual tuning across variants, which also improves throughput enough to support its high features and overall scores.
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