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.