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Detail Maps

This page is for people turning on detail maps for the first time. You layer patterns, bumps and gloss on top of the base color. It takes about 5 minutes.

What is this​

With only a base map, cloth and metal look the same.

Detail maps add layers on top of it for patterns, bumps and gloss.

When to use it​

  • When you want to put a logo or pattern on an outfit
  • When you want only the metal trim to shine

Turn it on in 30 seconds​

  1. Pick one converted material.
  2. Turn on Enable Surface Stack.
  3. Raise Surface Stack Layer Count to 1.
  4. Put an image into Additional Texture on layer 01.

If the image you added shows on top of the base color, it worked.

If nothing changes, go to conversion troubleshooting.

A pattern placed in Additional Texture layer 01, layered over the outfit

How to turn them on — all three modules follow the same order​

  1. Turn on the module's enable switch.
  2. Raise the layer count to the number you need.
  3. Put a map into that numbered slot and set its strength.
ModuleEnable switchLayer count fieldMaximum
Additional TextureEnable Surface StackSurface Stack Layer Count10
Normal MapsEnable Normal LayersNormal Layer Count5
MatCapEnable MatCap LayersMatCap Layer Count5
You added a map but nothing shows

Slots past the layer count are skipped entirely. The result is the same when strength or opacity is 0.

The layer count list only shows 0 to 2 at first.

To use more, press the Use More Layers (up to N) button next to the list.

N differs per module. Surface stack is 10, normal is 5, matcap is 5.

Values you will touch often​

Inspector labelWhat it changesSuggested starting valueRaise it / lower it
OpacityHow much one additional texture is layered on1Lower it and the color below shows through; at 0 the slot is not evaluated
Normal IntensityHow strong the bumps look1Raise it and the relief is exaggerated; at 0 it goes flat
StrengthThe gloss amount of one matcapLeave at default (0.74)Raise it and it turns shiny; at 0 the slot is not evaluated
SmoothnessHow tightly the reflection gathersLeave at default (0.5)Raise it and highlights shrink to points
Specular IntensityThe strength of all PBR reflectionLeave at default (1)At 0 the highlights and environment reflection both disappear
Toon Specular IntensityThe brightness of the cel highlightLeave at default (0.5)Raise it and it burns out to white
Occlusion IntensityHow much the occlusion map darkens1At 0 adding a map changes nothing

Every field and its range is in the Detail Maps reference.

Two ways to make gloss​

PBR Surface​

Use this when you need physical reflection, like metal, enamel or wet lips.

Turn on Enable PBR Surface and choose a Workflow.

Metallic builds the reflection color from Metallic; Specular specifies the color directly.

Turn on Use Packed Mask to read per channel from a single texture.

The default layout is R for metallic, G for occlusion, A for smoothness.

If you turn Use Packed Mask off

Every channel and invert setting below is ignored. Only the metallic and smoothness slider values are used.

Toon Specular​

This adds only a light-direction highlight without turning on all of PBR.

It suits hair, eyes and the thin sheen on cloth.

Turn on Enable Toon Specular and choose a Toon Specular Mode.

Isotropic makes a round highlight, like an eye or a metal button.

Anisotropic makes a long flowing band, like hair.

Shape it with Toon Specular Threshold and Toon Specular Softness.

A different highlight color per area​

Change Toon Specular Color Source to Mask Texture Color.

The RGB colors you painted into the mask then become the highlight colors.

Toon Specular Mask Color Amount sets how much is mixed in.

The mask is already being read, so this costs no extra texture read.

Region Mask​

Split the areas inside one material into four RGBA regions and adjust each separately.

  1. Turn on Enable Region Mask.
  2. Put an RGBA texture into the region mask slot.
  3. Raise each region's adjustment a little at a time from 0.
There has to be something to adjust

The region mask adjusts surface response. If PBR Surface and Toon Specular are both off, nothing happens.

Four RGBA channels of a region mask dividing an outfit into cloth, leather, metal and label

Glow and sparkle​

Turn on Enable Emission and set the map, color and intensity.

If Emission Color is black, it will not glow even with a map.

For Enable Glitter, set Glitter Color first and then Glitter Intensity.

Changing the particle shape​

Turn on Enable Shape Map and put a texture into Shape Map.

Textures/Glitter/ contains 6 shapes such as stars and hearts.

Shape Channel defaults to A; use R or luminance for black-and-white images.

To stand a directional shape upright, lower Rotation Randomize to 0.

Master Adjust and performance distance​

Performance Distance (m) and Performance Distance Scale are shader features.

You can always edit them without the paid add-on.

The boundary is the two values multiplied, and beyond it only basic shading remains.

The rest of the Master Adjust rows come from Ming Light Controller.

Common problems​

SymptomCauseFix
Added a map but it does not showThe layer count is lower than that slot numberRaise the layer count
No highlight at allSpecular Intensity is 0Set Specular Intensity back to 1
The glow does not showEmission Color is blackRaise the color closer to white

More detail​