Skip to main content

Advanced

An ordinary result does not need this tab. Open it to replace the fill light the material type chose, or to see what the tool read and what it will write.

Advanced tab
Advanced shading, sampling, property mapping, and diagnostics

Set the fill light yourself​

Turn on Use Advanced Shading to use the values below instead of the material type's lights. Use Profile Environment and Shaping copies the detected type's values into fields you can edit. Click it when you want to start from that type and then change it.

ControlWhat it does
Ambient LevelHow much cool ambient light remains in the shadow
Ambient HueThe hue of that ambient light
Ambient SaturationThe saturation of that ambient light
Bounce LevelHow much warm bounce remains in the shadow
Bounce HueThe hue of that bounce light
Bounce SaturationThe saturation of that bounce light
Occlusion Ambient ScaleHow much ambient light survives in the deep shadow

Shadow Shaping​

Shadow Shaping changes how the shadow colour and the shadow border move.

ControlWhat it does
Saturation GainHow much a pale shadow keeps or gains colour
Hue ShiftHow far the shadow hue moves toward its anchor
Lightness FloorThe lowest share of base lightness a shadow may keep. Raise it when a dark material crushes to black.
Cusp FollowHow closely saturation follows what that lightness can display
Saturation ProtectionHow hard a vivid colour resists the hue shift

When the shading style is Custom, Custom Terminator Shape is where you type Shadow Border, Shadow Blur, Deep Shadow Border, Deep Shadow Blur, and Border Colour Range.

Reset to Profile Defaults puts the lights, the shadow shape, and the custom shape back to that material type's defaults.

To reuse what you set here on another material, save a preset from Toolbar and menu.

How a click is read​

Sample Radius is the size of the area averaged around the click. Raise it when the texture is noisy.

Sampling Mode is how the pixels in that area are combined.

ModeBehaviour
CenterThe clicked pixel only.
AverageThe mean of every pixel in the area.
MedianA colour near the middle.
RobustOutliers are dropped, then the rest are combined. This is the default.

Radius and mode are stored for you, not in the project settings.

Which property actually receives the colour​

Expand Shader Property Mapping to see which shader property each palette channel writes. Supported rows show the channel, the destination, and the meaning. Missing ones say Not available in this material. The table does not change any value.

Numbers written alongside the colour, such as strength, border, blur, and outline width, are listed here too.

Diagnostics​

Diagnostics is the raw record of the last pick: renderer, material, shader, UV0, texture UV, triangle, submesh, material slot, and sample count. When an apply does nothing, read this next to Troubleshooting.