Skip to main content

First Mask

By the end of this page you'll know the complete workflow from Load to assigning to a shader. These five steps are the same regardless of which tab you use.

Complete workflow​

Select object → Load (preview auto-starts) → Choose material slot → Adjust in scene view → Bake or Final Bake → Assign to shader

0. Window Layout​

The four rows above the scroll area stay in the same place on every tab.

RowContent
HeaderOn the right: Docs (online guide for current tab) · ? (built-in help) · Language · Version v0.1.1 (click for patch notes)
Action barLoad · Preview · Edit Mesh Only · Undo · Redo · Final Bake · Save · Save As
TabsSix tabs
Target row · Layer rowLoad status + layers stacked in this slot

A small ? button next to each card title shows one-line help on hover and opens that feature's documentation page on click.

1. Select object and Load​

The Target row (Target · Load · Refresh · Preview) is pinned right below the tab bar, outside the scroll area so it's always in the same place. Refresh re-reads only the currently loaded mesh, independent of Hierarchy selection.

Select the object you'll work on (usually hair or body) from the Hierarchy and click Load in the window. You can select multiple objects at once. Load starts preview right there — you don't need to click Preview separately. With Edit Mesh Only on, only loaded targets stay visible in the scene, blocking nothing (non-destructive, turn it off to restore).

After Load, if Hierarchy selection changes, a hint "Selection changed — reload" appears in the scene view. If Preview isn't active, it auto-reloads. Refresh re-reads only the currently loaded mesh regardless of Hierarchy selection.

2. Choose material slot​

If the mesh has multiple material slots, below the target list appear base map thumbnails per slot. You must pick one slot to work on; only that submesh is baked, painted, and previewed.

ItemBehavior
Visible tabsMatCap Gloss/AO · Gradient · Bridge + Region Mask · Paint
Output filename<mesh>_<material>
When slots exceed submeshesExtra slots (lilToon/Poiyomi outline slots, etc.) are mapped to the last submesh
Hidden if there's only one slot

The picker only appears if slots ≥ 2. With one slot, it's auto-selected.

3. Preview and Layer row​

Results appear in real-time on the mesh in the scene view. Right below the Target row, a Layer row shows this tab's result as one chip.

  • When you switch tabs, earlier tab results stay overlayed on the scene. Each tab's result sits in a layer stack (one per renderer · material slot), and what you see is that composite.
  • Preview / Stop now show / hide that tab's layer. The layer stays, so turning it back on brings it back unchanged.
  • Preview doesn't touch the original material. It applies a copy, and Stop restores it instantly.
  • Closing the window also restores it. Recompile and Play mode transitions also restore it.
  • When Preview is off, scene view handles (sphere, gradient endpoints) appear dimmed and can't be edited.

→ Layer Stack and Final Bake

4. Adjust in scene view​

Depending on the tab, you drag handles, click strands, or paint with a brush. Click-select tabs (Bridge + Region Mask, Slot Split) all follow the same rules.

OperationResult
Ctrl + clickAdd / remove strand
Ctrl + dragToggle strands like painting
Ctrl+Shift + dragBox add-select
Ctrl+Shift+Alt + dragBox deselect
Plain clickSelect scene objects normally
Ctrl+Z / Ctrl+YUndo / Redo

Full list → Hotkeys

5. Bake or Final Bake​

ButtonBakesFilename
Bake in the tabOnly that tab's layerPer-tab rules (e.g., manual pick is _Isolation)
Final Bake below the layer rowAll checked layers composited<mesh>_<material>_Final.png (and _FinalColor.png if color layers are present)

Final Bake saves exactly what you see in the scene view — preview and Final Bake use the same composite formula.

  • Save location is previewed in the label above the button.
  • If a same-named file exists, you're asked Overwrite / New Name / Cancel. No accidental overwrites.
  • Saved files appear in the Recent Bakes list at the tab bottom; ping or open folder directly.

6. Assign to shader​

Baking and assignment are separate. Four steps finish it.

  1. Bake a mask from another tab.
  2. Select the saved texture → Inspector → Uncheck sRGB (Color Texture) → Apply.
  3. Open the material inspector and drag the texture into the matching property slot.
  4. If that slot has channel selection (R/G/B/A), match it to the channel used when baking the mask. Without Combiner packing, it's usually R.

Slot names and inspector paths by shader → lilToon · Poiyomi · MingToon · NiloToon

Skip steps 3–4

In the Bridge + Region Mask tab, if you enable Auto-assign after bake, it plugs directly into the NiloToon stacking layer slot as you save. Combiner's Pack + Reassign also rewrites texture, channel, enable toggle, and keywords directly. Both are optional and undo with one Ctrl+Z.

Not sure which tab to start with?​

Want toTab
Add gloss to hairMatCap Gloss
Darken only concave areas (AO)MatCap Gloss — AO/Cavity mode
Root→tip color dyeGradient
Only a few strands different colorBridge + Region Mask
Specific area with different shaderSlot Split
Merge split slots back togetherSlot Split — Merge mode
Too many texturesCombiner
Any other arbitrary shapePaint
Combine multiple tab results into one?Layer Stack and Final Bake