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Conversion report reference

Converting a lilToon material prints a line like this to the Console.

MingToon Conversion Complete: 12 slots, 8 materials, 5 explicit losses. Sources preserved as they were.

If explicit losses is not 0, find the code below. The conversion procedure is in lilToon Material Conversion.

Severity​

SeverityMeaningCounted
InformationThe conversion went as intendedNo
LossyCarried across, but the result may differYes
UnsupportedCould not be carried acrossYes
ErrorThe conversion failedYes

Issue codes​

All 19 of them, in alphabetical order.

CodeSeverityMeaningWhat to check
AlphaApproximationLossyThe alpha formula differsSurface Mode and Alpha Cutoff
AnimatedUvRequiresBakeUnsupportedUV scroll and rotation animation could not be carried acrossRebuild it with animation
AudioLinkUnsupportedUnsupportedAudioLink integration is not supportedNo alternative
ConversionFailedErrorThis material failed to convertThe message body
DecalRequiresBakeUnsupportedThe decal could not be carried acrossPlace it again as an extra texture layer
DissolveRequiresBakeUnsupportedDissolve could not be carried acrossReproduce it with an alpha mask and animation
EmissionMaskRequiresBakeUnsupportedThe emission mask could not be carried acrossBake it into the emission map
FaceClassificationInformationA report of the face classification resultThe reason table below
FeatureUnsupportedUnsupportedSome other unsupported featureThe message names it
MissingTextureSkippedLossyA texture the source used is not in the projectRestore the texture and convert again
OutlineApproximationLossyThe outline width and color formula differsWidth mode and pressure source
RimApproximationLossyThe rim formula differsRim
SecondEmissionRequiresBakeUnsupportedThe second emission could not be carried acrossBake it into the emission map
ShadowApproximationLossyThe shadow formula differsForm shadow border
SourceDefaultsReplacedLossySource defaults were replaced by MingToon defaultsIt will look different if the source relied on those defaults
SourceExcludedInformationThe source was caught by a conversion exclusion ruleThe exclusion reason in the message
SpecialSurfaceUnsupportedUnsupportedSpecial surfaces such as fur and jelly have no counterpartNo alternative
UvApproximationLossyUV transforms differTiling and Offset on the texture
ValueClampedLossyThe value was clamped to MingToon's rangeThe source was using a value outside that range
An approximation does not mean it is wrong

When shaders differ, features with the same name use different formulas. Conversion is an interoperability tool, not a mathematical copy. An approximation entry is a signal to look at it and set the values again.

Face classification​

Auto reads only the face flag the source material declares. It does not guess a face from a name or a shader brand.

A material named Face is not necessarily a face, and Body sometimes has the face mixed in. A wrong guess puts face shading on the wrong mesh, and the cause is hard to find.

Classification reason​

ReasonMeaningNeeds checking
Direct Face RendererA person named the rendererNo
Direct Skin RendererA person named the rendererNo
Material overrideA person named the materialNo
Material-slot overrideA person pinned it per slotNo
Source face flagThe source shader marked it as a faceNo
Global conversion modeIt was applied in bulkYes
Regular defaultThere was no flag, so it stayed RegularYes

The three roles​

RolePreviewPreset it receives
FaceFace shadingFace values
SkinSkin lookSkin values, bare skin only
RegularRegular shadingShared values

Switch between the three on the role row in the material inspector. Set it for a whole avatar in MingToon Manager.

The preset capture window calls it Common

The Regular role appears as the Common slot in the window that captures look presets. It is the same thing as Regular in the role dropdown.

Source tracking​

A converted material records the GUID of its source material. Undo Conversion (back to pre-MingToon materials) runs on that record.

Audit messageMeaningResult
importer userData written by another toolAnother tool already occupies that fieldUndo cannot be used
Source material name is ambiguous; reconvert once to stamp its GUID.The source could not be identified by name aloneConvert once more and it gets recorded
The source material could not be resolved.The source was not foundIt was deleted or moved

The restore result totals this as Slots without an exact source GUID or a resolvable source: N.

If you use another tool alongside

MingToon does not overwrite another tool's record. It gives up the undo instead. If you need the undo, check before converting whether that tool uses the same field.

Columns in the audit table​

The audit table is 18 tab-separated columns.

ColumnWhat it holds
source · convertedAsset paths of the source and the converted result
resolutionHow the source was resolved
faceThe face classification result (Face or Regular)
surfaceMode · renderQueue · cullRender state before and after conversion
outlineCullOutline cull mode before and after conversion
stencil · outlineStencilStencil on the regular pass and the outline pass, before and after
surfaceLayers · normalLayers · matcapLayersHow many layers were carried across
occlusionOcclusion settings
passes · keywordsPass count and keyword count, before and after
mismatchesItems that came out different from the source
lossesLost items

renderQueue differs: expected ... means the surface mode came out different from the source.

What to check after converting​

Check it on the real model. The preview sphere in the inspector cannot tell you.

  1. Mask channel selection and inversion — this goes wrong most often
  2. Tiling and Offset on textures
  3. Occlusion
  4. Surface Mode — especially whether hair came across as Cutout
  5. Face material classification — the reason table above
  6. Layer count — which layer the source's 2nd and 3rd surfaces landed on