Fixed: on lilToon materials with a main texture and an empty outline-texture slot, the outline rendered lighter and a different hue from the applied colour. The tool now fills the empty slot with the main texture so the written colour renders as chosen. Previously, it skipped this when the material's Use Outline flag was 0 — lilToon's outline shaders do not read that flag — or when the outline was not recommended. It now fills the slot in both cases. An outline that previously rendered too light now renders as recommended, so it may look darker.
Fixed: outlines rendered incorrectly when a material's outline texture differed from its main texture. lilToon samples _OutlineTex in its outline pass, and Poiyomi samples _OutlineTexture, but the multiplier was calculated from the main texture's texel in both cases. As a result, the line was off by the ratio between the textures. The colour is now divided by the texture the shader actually multiplies, sampled at the point you picked. Materials with an empty outline slot or the base texture the tool put there are unaffected.
Fixed: on lilToon, applying an outline colour had no effect when the material type did not recommend an outline (stockings, skin, metal, glass and others), or when Also turn off optional features applied. The tool tried to switch the outline off, but a lilToon outline is part of the shader variant and cannot be switched off through a property. The colour was therefore skipped and nothing was written. The colour is now written.
When Set all colours and numeric values automatically is off, Poiyomi now reports a non-zero outline tint mix as an issue and offers a one-click fix. Any non-zero value makes the shader blend extra base colour into the outline, overriding the written colour. When the switch is on, the tool still sets the mix itself.
Fixed: turning Set all colours and numeric values automatically off did not show the Poiyomi outline tint mix issue for the picked material until you picked it again; it appeared only for the other queued targets. The picked material is now checked again when the switch changes.
Turn off not recommended features on the Apply tab controls whether a backlight, outline or highlight not recommended for the material type is switched off. It is on by default, matching the previous apply behaviour. When off, the feature remains as configured on the material and still receives its colour, so a stocking can keep its outline.
Clear Targets now appears in the bottom bar as soon as one material is queued, rather than only when there are two or more. A common case is picking one surface and then wanting to empty the list.
Every material type now generates a Detail Normal (UV1). Thirteen types previously had none — plastic, glass, emissive, generic, custom, eyes, teeth, nails, ceramic, pearlescent, gemstone, liquid and latex — so the Surface tab hid the row and Generate all skipped them without notice.
Grain now follows the surface instead of reusing one of five shared shapes. Metal has separate scratches of varying length, depth and angle, with bare metal between them, rather than hair-like brushing. Leather and suede have pebbled grain with creases; knit uses loops coarser than a weave. Glass, ceramic, latex, vinyl, pearlescent, nails, teeth, eyes and other smooth surfaces now get faint micro relief instead of none.
Fixed: crosshatch materials — velvet, stockings, lace, rubber and stone — generated flat detail normals, while every fabric generated an almost flat one. The patterns demanded more detail than the tile could hold: 384 ridges across 512 pixels means less than one pixel per ridge, so the relief averaged away. The generator now keeps every pattern at eight pixels per cycle and uses tiling for the fine scale. The grain remains just as fine on the avatar, and the texture now preserves it.
Fixed: knit detail normals showed the tool's eight-by-eight repetition-breaking grid because each cell shifted the loops by a fraction of a loop. Hair, fur and wood showed the same grid as horizontal bands. The cells now align with the pattern.
Fixed: metal and leather detail normals showed straight lines along the 8×8 grid where one cell's scratches or pebbles were cut off at the next. Neighbouring cells now blend across the boundary.
The manual no longer offers links readers cannot open. The GitHub entries have been removed from the navigation bar and footer; the footer now links to the change history and troubleshooting.
Fixed: a highlight the material type does not recommend no longer becomes a wide, hard reflection. White / Light Fabric, Colored Fabric and Dark Fabric were written with Specular Toon on, as were all types without realistic specular. That hard-edged reflection reads as a glow on semi-transparent clothes. Specular Toon is now off for every type marked Not Recommended for a highlight, including denim, knit, lace, fur, suede, velvet, stone, wood, rubber, stockings and emissive. Skin and hair still use the step.
The Shading tab has a Highlight Smoothness slider next to Highlight Strength. It runs from -1 to 1, and 0 keeps the material type's smoothness. Moving right raises smoothness toward 1 and narrows the reflection; moving left lowers it toward 0 and spreads the reflection. Fabric, at a profile smoothness of 0.18, reaches about 0.7 at 0.63. Highlight Strength still changes intensity, not spread. The value is remembered with the other shading controls, and Save Preset keeps it.
Fixed: removing a generated texture or reverting a shadow mask now restores the numbers changed during assignment, not just the texture. Remove on a Normal Map (UV0) restores the previous tiling and offset. Remove on a Detail Normal (UV1) restores its scale, UV mode, tiling and offset. Revert on a Poiyomi Shadow Mask restores _ShadowStrengthMaskUV. Remove on a Poiyomi AO Map restores _LightDataAOStrengthR.