Poiyomi
By the end of this page you'll know which slot in Poiyomi 9.x takes which mask, and which tab creates it.
Poiyomi picks channels by channel index
Each mask slot has a …Channel property with 0=R / 1=G / 2=B / 3=A. Any channel can be used freely, making this the most flexible shader for channel packing. Combiner's Pack + Reassign directly uses these indices.
Most used masks
| Property | Inspector path | Purpose | Made in |
|---|---|---|---|
_RGBMask | RGBA Color Masking ▸ Masks | Use R/G/B/A 4-channels each as independent mask — most used mask. Just plug the 4-texture pack from Combiner straight in | Combiner |
_DecalMask | Decals ▸ RGBA Mask | Specify where decals (stickers) 0~3 appear in R/G/B/A channels each | Combiner |
_MainColorAdjustTexture | Color Adjust ▸ Mask (Expand) | Specify strength of color adjust (Hue/Brightness/Saturation/Gamma) per channel | Combiner |
Other masks
| Property | Inspector path | Purpose | Made in |
|---|---|---|---|
_RimMask | Rim Lighting ▸ Rim ▸ Mask & Bias | Position and strength of rim light (edge light) | MatCap Gloss |
_EmissionMask | Emission ▸ Emission Mask | Where self-emission appears (add layers with Emission Mask 1/2/3) | Paint |
_MatcapMask | Matcap ▸ Matcap 1 ▸ Mask | Where matcap (specular) effect applies; A channel also specifies smoothness | MatCap Gloss |
_OutlineMask | Outlines ▸ Outline Size Mask | Adjust outline thickness per area | Paint |
_Set_HighColorMask | Lighting ▸ Toon Shading ▸ Highlight Color Mask | Tint bright areas (highlights) with a separate color | MatCap Gloss |
_CubeMapMask | Reflections ▸ Cubemap ▸ Mask | Where cubemap reflection appears | Paint |
_SSSThicknessMap | Subsurface Scattering ▸ Color & Thickness | Thickness where light shows through (skin, ears) (RGB = color, A = thickness) | Paint |
Auto-optimize
Combiner auto-optimize scans 29 mask slots with Poiyomi profile. Since channels are flexible, packing is easy, and reassign updates both texture and channel indices.
→ Combiner
How to plug in
- Bake the mask.
- Select texture → Inspector sRGB (Color Texture) OFF → Apply.
- Drag into the slots in the table above from Material Inspector.
- Set the channel selector next to slot to the channel where mask data actually lives. Usually R unless from Combiner.
Poiyomi materials might be locked
If a Poiyomi material is in Locked In state, changing properties won't apply. Unlock first, plug in masks, then lock again when done.
Not seeing effect? → Troubleshooting