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RGBA Color Masking

RGBA Color Masking provides a flexible way to apply different color tints, textures, and normal maps with the main color.

RGBA Color masking does not affect the alpha of the material.

By default, all 4 channels of RGBA color masking will be set to pure white and 1.0 alpha. Any unused channels should be set to 0.0 alpha.

Use Vertex Colors

  • Type: Checkbox

Whether to use the mesh's vertex colors to set the RGBA mask. If enabled, the Mask texture will not be used.

Multiplicative

  • Type: Checkbox

Whether the channel textures should be appled multiplicatively to the base texture. If not enabled, the textures will be blended normally, with a replace function.

Mask

  • Type: Data Texture (sRGB OFF)

Texture used to mask the R, G, B, and A colors, textures, and normals. Each channel is treated independendently.

Note that textures without an A channel will default that channel to pure white (1.0), so the A color/texture/normal will apply everywhere.

R Color

  • Type: Color

Color to use for the R masked area. This is blended multiplicatively with the R texture, and the resulting base color is blended with the main base color as defined by the Multiplicative setting.

R Texture

  • Type: Color Texture (sRGB ON)

Texture to use for the R masked area. This is pure white by default, if a texture is not defined.

G Color

  • Type: Color

Color to use for the G masked area. This is blended multiplicatively with the G texture, and the resulting base color is blended with the main base color as defined by the Multiplicative setting.

G Texture

  • Type: Color Texture (sRGB ON)

Texture to use for the G masked area. This is pure white by default, if a texture is not defined.

B Color

  • Type: Color

Color to use for the B masked area. This is blended multiplicatively with the B texture, and the resulting base color is blended with the main base color as defined by the Multiplicative setting.

B Texture

  • Type: Color Texture (sRGB ON)

Texture to use for the B masked area. This is pure white by default, if a texture is not defined.

A Color

  • Type: Color

Color to use for the A masked area. This is blended multiplicatively with the A texture, and the resulting base color is blended with the main base color as defined by the Multiplicative setting.

A Texture

  • Type: Color Texture (sRGB ON)

Texture to use for the A masked area. This is pure white by default, if a texture is not defined.

Enable Normals

  • Type: Checkbox

Enable normal maps for each of the 4 masked areas.

Blend with Base

  • Type: Checkbox

Whether the normal maps should override the main and detail normal maps, or be blended on top of them.

R Normal

  • Type: Normal Map Texture (sRGB OFF)

Normal Map texture to be used for the R masked area.

Intensity

  • Type: Float, Range: 0.0 - 10.0

Intensity of the R Normal.

G Normal

  • Type: Normal Map Texture (sRGB OFF)

Normal Map texture to be used for the G masked area.

Intensity

  • Type: Float, Range: 0.0 - 10.0

Intensity of the G Normal.

B Normal

  • Type: Normal Map Texture (sRGB OFF)

Normal Map texture to be used for the B masked area.

Intensity

  • Type: Float, Range: 0.0 - 10.0

Intensity of the B Normal.

A Normal

  • Type: Normal Map Texture (sRGB OFF)

Normal Map texture to be used for the A masked area.

Intensity

  • Type: Float, Range: 0.0 - 10.0

Intensity of the A Normal.