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Mask Maker Integration

This page is for people who got here by pressing the MM button or a paint button. We tell you how to do it without the tool first.

Turn it on in 30 seconds​

If you already installed Mask Maker, follow these steps to make one.

  1. Pick exactly one converted material.
  2. Press the MM button to the right of the Mask Image slot.
  3. Paint the part you want it applied to in the Scene view.
  4. Save, and the mask texture goes into that slot.

If the texture you just painted lands in the slot, it worked.

If the MM button does not show, see the MM button on mask slots.

Doing it without Mask Maker​

Masks and vertex colors can all be supplied through other paths.

What you wantWithout Mask Maker
A mask textureMake it in an external tool and put it straight into the slot
Outline width controlSet Pressure Source to WidthMask and use a Width Mask texture
Marking the face areaUse a Face Area Mask texture
Vertex colors already paintedThey are read as-is. Values painted in an external DCC work too

Vertex color channels at a glance​

PurposeChannel
Outline width (pressure)Red (R) or alpha (A)
Face areaGreen (G)

Pressure Source decides which channel is read.

What Mask Maker unlocks​

Mask Maker is an editor tool sold separately. It is not bundled with the MingToon open beta package.

LocationButtonWhat it does
Mask texture slotMMPaints that slot's mask directly in the Scene view
Normal OutlinePaint Outline Width in Scene ViewPaints the vertex colors that control line thickness
Face/Hair ShadingStart Painting Face AreaPaints the range treated as the face into vertex colors

The inspector with an MM button attached to the right of a mask texture slot

The MM button on mask slots​

MM only attaches to mask-type texture slots.

Mask Image, PBR Packed Mask, Face Area Mask and SDF Applicability Mask are the main ones.

If you see MM next to a slot, it is supported. If you do not, that slot is not a target.

Use it with only one material selected

MM edits one slot on one material. It will not press with several materials selected.

Painting outline width​

Start from the Normal Outline tab. The painted values go into vertex color red (R) or alpha (A).

If Pressure Source is not yet a vertex channel, the inspector tells you first. It shows a Switch to vertex color alpha (VertexAlpha) button.

→ Outline

Painting the face area​

Start from the Face/Hair Shading tab. The painted values go into vertex color green (G).

You need this information to treat the face range differently from the body. → Face shading

Vertex painting edits the mesh asset directly

Other renderers sharing the same mesh change with it. To paint one separately, duplicate the mesh first.

Purchase​

https://raming.booth.pm/items/8606444 (BOOTH · [Unity] MaskMaker)

Other add-ons​

The boundaries of the three add-ons and how to confirm installation are collected in one place. → Paid Add-ons and Integration

Mask Maker is not required for Ming Light Controller's menu generation. The two are independent.