Mask Maker Integration
This page is for people who got here by pressing the
MMbutton 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.
- Pick exactly one converted material.
- Press the
MMbutton to the right of the Mask Image slot. - Paint the part you want it applied to in the Scene view.
- 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 want | Without Mask Maker |
|---|---|
| A mask texture | Make it in an external tool and put it straight into the slot |
| Outline width control | Set Pressure Source to WidthMask and use a Width Mask texture |
| Marking the face area | Use a Face Area Mask texture |
| Vertex colors already painted | They are read as-is. Values painted in an external DCC work too |
Vertex color channels at a glance
| Purpose | Channel |
|---|---|
| Outline width (pressure) | Red (R) or alpha (A) |
| Face area | Green (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.
| Location | Button | What it does |
|---|---|---|
| Mask texture slot | MM | Paints that slot's mask directly in the Scene view |
Normal Outline | Paint Outline Width in Scene View | Paints the vertex colors that control line thickness |
Face/Hair Shading | Start Painting Face Area | Paints the range treated as the face into vertex colors |
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.
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
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
- Creating face SDF maps: Face SDF and Face SDF Studio
- Generating in-game expression menus: Using Ming Light Controller
Mask Maker is not required for Ming Light Controller's menu generation. The two are independent.