The Korean interface now uses consistent terminology. Selecting a surface is always 장면에서 표면 선택, including in the status line and shadow-mask instructions. 고르다 and 집다 are now 선택하다. Writing a value to a material is described as 적용 or 기록, not 넣다. No key, English string, or setting changed meaning.
Buttons and labels now name what they act on. On the Colour tab: 마지막 샘플 제거, 모든 샘플 지우기, and 모든 샘플로 다시 계산. Under Material Type: 감지된 재질 유형 and 판별 근거. In the palette: 기본색 and 주요 그림자. Chroma tooltips use 색도. Cusp Follow is 색역 한계 추종. The Surface tab tooltip says 텍스처 키트.
The manual now uses the same terms as the window. Callout boxes sit on the panels they refer to instead of floating above them. Numbered badges were removed because no page referred to them.
Korean tooltips, help text, and status lines were rewritten to read naturally in Korean. In both languages, the Apply switch that turns off optional features is named for that action: Also turn off optional features and 선택 사항인 기능도 끄기. The No compression tooltip says that enabling it uses more memory and keeps gradients clean. Surface slot names match the shader inspector: AO Map and Lighting Ramp.
The sampling mode that discards pixels far from the middle colour is named 튀는 색 제외 in Korean. Texture help calls the metal default 금속 ("metal") and the parallel grain 한 방향 결 ("one-direction grain"). Target status lines say target list in English and 대상 목록 in Korean.
The manual calls a palette cell a colour in Korean, English, and Japanese. It no longer describes a lilToon outline shader as a variant.
When the window opens, Preview is on and covers every target. Each material still checked in the Apply list previews its own colours on the avatar using its own palette, so you can see the whole avatar before writing anything. The toolbar toggle still turns it off, and it remains off the next time you open the window.
Unchecking Include, pressing Remove, or choosing Clear Targets immediately restores that material's renderer. The other targets keep previewing.
The preview shows only what Apply would write. Choose Apply Shadow in the scope dropdown and the rim returns to the state it had on the material.
Adding a target, loading a preset, or writing a shadow mask or generated texture refreshes the preview instead of leaving it off until the next click.