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Tiled Material Composer

This page is for people using the Tiled Material Composer for the first time. It lays different surfaces on the cloth, leather and metal inside one material. It takes about 7 minutes.

What is this​

A whole outfit is often bundled into a single material.

To give the cloth and the metal in it different textures, you would have to fill several slots by hand.

The composer does that work with a single black-and-white four-channel mask.

It uses small repeating textures as they are, so it never rebakes the original artwork.

It does not touch meshes, submeshes or renderers.

This is not the detail map region mask

The region mask adjusts reflection values per area. The composer lays a different texture on each area.

When to use it​

  • When one outfit material mixes cloth, leather and metal
  • When you want the same pattern repeated at a different scale per area

Turn it on in 30 seconds​

  1. Open StudioRaming > MingToon > Tiled Material Composer.
  2. Put the target material into MingToon Material.
  3. Put an RGBA texture into Packed Region Mask.
  4. Press Apply Four Logical Regions.

If the button is pressable, it worked.

If it is gray, one of the two fields above is empty.

The Tiled Material Composer window with its material field, mask field and four region cards

How to use it​

  1. Prepare the mask. Each of the R, G, B and A channels takes one area.
  2. Open the window and add the material and the mask.
  3. Check the checkbox to the left of the title on the cards you want to use.
  4. Fill in each card's Mask Channel and maps.
  5. Press Apply Four Logical Regions.

There are always four cards, with fixed default names and channels.

CardDefault nameDefault channel
01ClothR
02LeatherG
03MetalB
04LabelA

You can change the name and the channel on the card.

Values you will touch often​

Inspector labelWhat it changesSuggested starting valueRaise it / lower it
Mask ChannelThe channel this card readsLeave at default (01 R · 02 G · 03 B · 04 A)If it differs from the channel you actually painted, nothing shows anywhere
Tiled SurfaceThe surface map to repeat on this areaOne small patternLeave it empty and this area's surface slot is cleared
Surface TilingHow many times that map repeats8, 8Raise it and the pattern gets denser; at 1 it is placed once
Surface TintThe color multiplied into the surface colorWhiteAdd a color and only that area takes the tint
Surface OpacityHow much the surface is layered on (0 to 1)1Lower it and the original color shows through; at 0 it disappears
Normal IntensityThe strength of the relief (0 to 2)1Raise it and the relief is exaggerated; at 0 it goes flat
MatCap IntensityThe strength of the gloss (0 to 20)1Raise it and it turns shiny; at 0 it is not evaluated

What Apply writes to the material​

Field on the cardWhere it goes
Surface map · tiling · tint · opacityThe additional texture slot with the same number
Normal map · tiling · intensityThe normal layer with the same number
MatCap · intensityThe matcap layer with the same number
The mask and its channelThe mask slot of all three modules
The last number usedEach module's enable switch and layer count

Apply walks all four cards.

Cards that are off and empty maps clear that slot explicitly.

The whole thing is recorded as a single Undo.

The card 01 normal uses the base normal map slot

The composer does not clear a hand-assigned normal map it did not place. A normal map sitting there without a mask stays after applying.

Principles for writing the mask​

The brightness of each channel is that area's weight.

If two channels are bright at the same pixel, the two areas overlap and blend.

If the boundary is rough, paint a soft transition into the mask.

The mask is for dividing areas.

It does not automatically split one large illustration into four pieces.

Surface mode cannot be split per area

There is only one surface mode and one render queue per material. If you need different surface modes, you have to split the material.

Common problems​

SymptomCauseFix
The Apply button is grayThe material or the mask is emptyFill in both fields
Only one area does not showThe mask channel differs from the channel you paintedChange the card's mask channel
Values remain on an area you removedYou only cleared the map without turning the card offTurn the card off and apply again

More detail​