Added: a small Sponsor button next to Menu on the window's toolbar opens the GitHub Sponsors page.
Fixed: the colour sampled from a Poiyomi material includes its colour adjustments, decals, masks and vertex colours again, as it did before 1.24.1. A white texture coloured by a decal or a hue shift was sampled as white, so its shadows came out grey or bluish. The colour is now worked out by the Poiyomi shader installed in your project, so it follows the Poiyomi release you use, locked materials included. If it cannot be built, the main texture times the colour is used and the status line says why.
Fixed: on lilToon, applying with Use Outline off switches to the shader without an outline and leaves the outline colour, width and texture as they were. It used to overwrite them, and copy the base texture into an empty outline texture, while the outline was hidden.
Fixed: a loaded preset's settings are saved to the project, so they are still there after a recompile or after reopening the window.
Fixed: with Write to a copy on, the first Generate & Assign of a Detail Normal (UV1) or Glitter records the Depth and Size (mm) you set in the generated texture, instead of the original material's earlier values or the defaults.
Fixed: with Write to a copy on, the first Generate & Assign of a detail normal or matcap counts the copy once instead of reporting two materials.
Fixed: after Write to a copy applies to a material added from the Project window, its target no longer takes the renderer of the surface you picked, so its detail normal is no longer sized from a mesh that does not use it.
Fixed: picking an extra material slot drawn over the last submesh measures the detail normal and glitter size on that submesh. The measurement used to fail.
Fixed: an AO Map on a mesh without UV0 says the mesh has no UV0 instead of saying the bake was cancelled.
Fixed: the result of assigning Glitter or Hair highlight names that texture instead of MatCap.
Fixed: applying the rim on Poiyomi reports rim shade and rim light as turned on once each, instead of rim light twice.
Fixed: the style cards of the Texture Kit no longer keep a picture for every colour you tried while the window is open.
Fixed: with Write to a copy on, applying to a material whose shader is not supported (any shader other than lilToon or Poiyomi, or a broken shader) made a copy with nothing written and put it on the renderer. Such a material is now left as it is, with no copy, on single and batch apply alike.
Fixed: with Write to a copy on, applying channels that write nothing to a supported material also made an empty copy and put it on the renderer, and the status said it was applied. This happened with Outline on a lilToon fur, refraction or fake shadow material, Outline or Backlight on a lilToon gem or fur-only material, and Outline with Use Outline off on a Poiyomi material whose outline is already off. Now no copy is made, a copy kept from an earlier apply is not put back on, nothing is added to Undo, and the status says no compatible properties were available, on single and batch apply alike.
Fixed: with Write to a copy on, Generate & Assign for Detail Normal (UV1) or MatCap copied every other target, even one that has no such slot or keeps your own texture there, and put the empty copy on its renderer. Only targets that receive the texture are copied now.
Changed: the colour sampled from a Poiyomi material is its main texture times its colour. Colour adjustments, decals, masks and vertex colours on Poiyomi materials no longer change the sampled colour.
Changed: each idea has one term across the window and the inspector, following the Korean labels. Chroma is Saturation (Ambient Saturation, Bounce Saturation, Saturation Protection, Saturation Multiplier, Minimum Saturation); Hue Travel and Outline Hue Bias are Hue Shift and Outline Hue Shift; the inspector's Tone colours are Tint; Border Tint Range is Border Colour Range; the shadow mask's Write & assign is Generate & Assign; Apply to a copy is Write to a copy; the texture kit's Strength and Samples are Normal strength and Sample count; the ramp's Deep is Deep Shadow. Labels spell colour the British way: Colour, Copy Colour, Apply Outline Colour, Coloured Fabric.
Changed: Korean labels use 색조 for hue, 색감 for tint, 채도 for saturation, 정반사 for specular, 강도 for strength, 재설정 for reset and 선택 for picking a surface. Custom Terminator Shape is 경계 모양 직접 지정 in Korean, so it no longer reads like the Shadow Border control inside it.
Fixed: the Hair highlight help pointed to a Look tab that no longer exists. It now names the Highlight colour in the Colour tab's palette and Highlight Strength on the Shading tab.
Fixed: the manual said the normal map's strength sits under Fine tuning. Normal strength and Texture size are on the Normal Map (UV0) row; Smoothing, Detail radius and Invert are under Fine tuning.
Added: picture cards for the Detail Normal (UV1) and MatCap rows. Each card is a small sphere in the sampled colour wearing that style; the material type's default comes first, then alternatives that suit it, then None or Smooth. The chosen style is used by Generate & Assign and, for the matcap, by Apply, and it is remembered in the generated texture.
Added: woven and knitted detail normals built from their real structure: plain weave, twill and satin weave from their interlacing order, knit stitches as interlocking V legs, 2×2 rib knit, pile fibres for velvet and suede, wood grain, stone grain, quilting, fine pleats and sequins.
Added: Size (mm) and Depth for the detail normal. The tiling is measured from the mesh's UV1 so a thread, stitch or grain is the same size on every mesh. Depth follows the material's smoothness, times your setting.
Added: when a mesh has no UV1, Generate & Assign on the detail normal asks to turn on Generate Lightmap UVs for the model and reimport it; The setting stays on while any material on that model still draws a detail normal made this way, and goes back off when the last one is removed or reverted, also after the window was closed; undo and redo follow it. A detail normal that is refused because the slot holds your own texture does not touch the model. If the detail normal also goes to a material that no avatar in the open scenes uses, the setting is left on for good, because that material may sit on the same model; it changes nothing you can see. Many avatars ship without UV1, so their detail normals never showed before.
Added: matcap styles Glossy, Anime gloss, Satin sheen and Pearl tint. Glossy is one round highlight with a soft halo; anime gloss is a hard-edged crescent along the lit rim with a small dot, drawn the way anime-style matcaps are. Silk and satin now default to satin sheen; latex, vinyl, plastic, nails, ceramic and painted metal default to glossy.
Added: Hair highlight on Poiyomi hair: the anisotropics module with a generated strand texture, a band across the strands that varies a little per strand. Choose which way the strands run in the UV map.
Added: Glitter for fabrics, Stockings, Latex, Vinyl, Plastic, Nails, Painted Metal, Gemstone and Pearlescent materials on lilToon (not Lite) and Poiyomi. The sparkles take the highlight colour and hold still; Spacing (mm) is measured from UV0.
Changed: every matcap is now drawn from the reflection of one round light, with no rectangular highlights. Bare metal reflects a soft sky, horizon and floor in its own colour with a round key highlight, so gold stays gold and dark steel keeps a bright reflection.
Changed: hair sheen is an angel ring of strands just above the centre: a soft band across almost the full width broken into irregular strands of different width, brightness and length, instead of a short curved streak. Satin sheen is a broad, soft highlight stretched along the surface instead of one thin diagonal streak. Soft sheen, edge glow and pearl tint are brighter, so they show on dark fabric and stockings.
Changed: detail normals were reviewed at real size. Knit stitches join into connected columns and rib knit has deeper ribs; the hairline is finer and straight; metal scratches are fewer, irregular and no longer lined up; weave, twill and satin weave are finer, and twill reads diagonal; skin grain is shallower with less broad waviness; leather pebbles vary in size; sequins are flatter discs; wood grain runs longer with fewer pores; quilting stitches are softer; pleats fold more sharply; fibers run in long strands.
Fixed: on lilToon, a detail normal broke the edge of the toon specular highlight into a hairy fringe. Applying the highlight now also sets how much the specular follows the normal map, so toon highlights keep a clean edge; the round gloss, sharp highlight and anime gloss matcaps follow the normal map only a quarter as much.
Removed: the Flowing band matcap style. Fabrics, denim, leather and stockings that used it now offer satin sheen or soft sheen.
Changed: smooth materials (latex, plastic, painted metal, glass, gemstone, liquid, nails, ceramic, eye, teeth, emissive) and stockings get no detail normal by default, and Generic and Custom materials get no matcap or detail normal until you choose one.
Fixed: generated matcaps were smeared into vertical streaks at full size; the shape is now the same at every resolution.
Fixed: metal scratches are cut into the surface instead of standing out of it; leather grain varies in size; hair strands bend.
Fixed: the soft skin and micro relief grain drew a star converging on the middle of each tile.
Fixed: micro relief was too faint to see (0.2° of tilt) and stored in 8-bit steps; it now reads at about the depth of soft skin.
Removed: the crosshatch detail normal, which five unrelated materials shared as a dot grid, and the knit loops pattern, replaced by real knit stitches.