4Stage 4 of 6

Adjust texture maps

Inspect your baked maps and make editable color, contrast, and surface adjustments without changing the source hair.

On this pageInspect the bake firstOn this page
  1. Inspect the bake first
  2. Make a color adjustment
  3. Order, opacity, and blending
  4. Choose a filter
  5. Save and export the edits

Use texture adjustments after a bake you are happy with. They are useful for making hair darker, changing its tint, or controlling shine. Return to the source hair if the problem is the shape, spacing, or number of strands.

Inspect the bake first

Complete a bake, switch to Texture, and open the Texture maps panel. Select an available map tile to view it. A locked or unavailable tile usually means that map has not been baked.

Choose the baked map first. Edit contains its Filter Stack and the map-specific Base Stage; these are texture controls, not source strand modifiers.

  1. 1
    Select the map to edit

    The orange outline marks Albedo as the selected baked map.

  2. 2
    Open Edit

    Expand Edit below the map thumbnails to see the selected map's editing controls.

  3. 3
    Build the Filter Stack

    Add Filter inserts a texture filter for the selected map. This example has no added filters yet.

  4. 4
    Start with the Base Stage

    The expanded Albedo Base Stage exposes Saturation, Value, and Levels before added filters.

  • Albedo: Are the colors and the complete bundle visible?
  • Alpha: Are the tips intact, and are empty areas clean?
  • Roughness: Does the hair have the amount of shine you want when viewed on cards?
  • Normal: Is the strand detail consistent, rather than unexpectedly flat or broken?

Press F over the viewer to fit the image, or 1 for a 1:1 view. Zoom in to inspect fine edges, then fit the image again to judge the whole layout.

Make a color adjustment

  1. Select Albedo and open Edit

    Work on Albedo for a color correction. Each map has its own adjustments; editing Roughness instead will change the surface response, not the hair's color.

  2. Add Brightness / Contrast

    Click Add Filter, choose Brightness / Contrast, and reduce brightness a little. Keep enough difference between strands to read the bundle.

  3. Compare the change

    Disable and re-enable the filter to compare it with the previous result. If the change is too strong, reduce the filter's opacity rather than adding an opposite correction.

  4. Check it on the asset

    If you have a groom, inspect the cards under more than one environment light. A color that looks good in the flat image may look too dark or too bright on the character.

Open Add Filter under the selected texture map's Edit section. Brightness / Contrast is a texture adjustment, not a source-hair modifier.

  1. 1
    Keep the intended map selected

    Albedo is selected here; the new filter belongs to this map.

  2. 2
    Open Add Filter

    Use the Add Filter button in Edit's Filter Stack.

  3. 3
    Choose Brightness / Contrast

    This gallery tile adds the color adjustment illustrated in the next figure.

This genuine recapture uses Brightness -0.08, Contrast 0.00, and Opacity 1.00 on Albedo. It shows one enabled state, not a before/after pair; use the eye to compare in your project.

  1. 1
    Check the selected map

    Albedo has the orange selection outline.

  2. 2
    Toggle the filter to compare

    The eye is enabled in this captured state.

  3. 3
    Control the contribution

    Opacity is 1.00. It is separate from the Brightness and Contrast values.

  4. 4
    Use a small negative correction

    Brightness is -0.08 and Contrast remains 0.00.

Order, opacity, and blending

The texture stack works from the Base Stage upward. New filters appear at the top and are applied last. This is different from the top-to-bottom strand modifier stack.

Drag filters to change the order. For example, changing contrast before a color treatment can produce a different result from changing it afterward.

Scroll horizontally to view all columns.

Filter controls
ControlHow to use it
EnabledCompare with and without the filter while keeping its settings.
OpacityReduce the contribution of a filter that is too strong.
Normal blendStart here when learning a filter.
Multiply / ScreenTry these for darker or lighter treatments, checking the result at a low opacity first.
Add / Overlay / Darken / LightenUse for a specific look after the basic correction works. Avoid changing blend mode and several filter settings at once.

Choose a filter

Scroll horizontally to view all columns.

Filters by editing task
FilterUse it to
Brightness / ContrastMake a broad lightness or contrast correction.
LevelsAdjust the darkest, lightest, and middle tones.
Hue / SaturationShift color or make it more or less vivid.
InvertReverse the selected map's values using Amount; reduce its contribution with Opacity.
BlurSoften a harsh transition. Check that fine hairs remain visible.
ThresholdMake a hard black-and-white separation. Use carefully on thin hair.
Solid ColorAdd a uniform color treatment using opacity and blending.
Root / Tip TintSet different root and tip values on a supported map. Bake Root/Tip when the transition needs to follow curved hair.
CurvesAdjust selected tonal ranges more precisely than a single contrast control.
Detail BoostEmphasize fine detail. Reduce the effect if bright or dark outlines appear.
Gradient RemapReplace tones with colors from a chosen gradient.

The gallery depends on the selected map. For example, Alpha offers Threshold, and Roughness offers Root / Tip Tint; neither appears in the Albedo gallery shown earlier.

Control reference: Levels, Hue / Saturation, and Curves

These are added-filter inspectors on Albedo. Added Levels is not the Levels control inside Base Stage, and the straight Curves graph is a neutral reference, not a finished correction.

This is an added Levels filter on Albedo, not the Levels controls inside Base Stage. The captured input/output endpoints are 0.000 and 1.000, with Gamma 1.000. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Set input, gamma, and output

    Input Black/White and Output Black/White are separate pairs, with Gamma between them.

Hue / Saturation on Albedo exposes Hue, Saturation, and Lightness. All three are neutral in this reference. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Use the three color fields

    Hue uses degrees; Saturation and Lightness have their own numeric fields.

Choose the combined RGB curve or an individual color channel. This Albedo reference shows the untouched diagonal, not a completed tone correction; Reset RGB and Reset All Channels are separate actions.

  1. 1
    Choose RGB or one channel

    RGB is active. R, G, and B are the adjacent channel choices.

  2. 2
    Inspect the complete curve

    The visible diagonal is the neutral input-to-output mapping.

  3. 3
    Reset only what you intend

    Reset RGB affects the combined curve; Reset All Channels is a broader reset.

Control reference: Invert, Blur, and Detail Boost

Read the units as well as the field names: Blur and Detail Boost use pixel radii, while Amount and Opacity have separate roles. These single states do not compare results.

The current Invert inspector on Albedo uses Amount. It does not show separate per-channel inversion switches. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Adjust Invert's Amount

    The visible Amount is 1.00. Do not confuse it with the separate Opacity above.

Blur's Radius is measured in pixels. The captured Albedo example is 0.00 px, not a demonstrated blur improvement. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Set a pixel radius

    Radius is the filter's detail control; 0.00 px is shown here.

Detail Boost on Albedo has a pixel Radius and a separate Amount multiplier. Amount is 0.00 x in this control reference. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Separate radius from amount

    The captured values are Radius 1.00 px and Amount 0.00 x.

Control reference: Solid Color and Gradient Remap

Solid Color chooses a uniform value. Gradient Remap has a Driver and editable stops; check the driver before changing the ramp. Both examples below belong to Albedo.

Solid Color is an Albedo texture filter. Choose its Color separately from the blend mode and Opacity; this reference uses white. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Choose the filter color

    The wide white swatch is the Color control, with an eyedropper beside it.

Gradient Remap on Albedo uses Driver Auto in this reference. The on-screen hint describes the Root/Tip map direction, and the gradient runs from black at 0% to white at 100%. This is not a mask/compositing comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown.

  2. 2
    Check the actual Driver

    Auto is selected below the Root/Tip-map explanation.

  3. 3
    Edit the gradient stops

    The complete ramp, 0%/50%/100% positions, and selected black 0% stop controls are visible.

Control reference: Alpha and Roughness filter choices

Compare the available tiles, then inspect the added filters. Threshold and Softness belong to the added Alpha Threshold filter here. The Root / Tip Tint example belongs to Roughness, not Albedo. These references do not show an enabled/disabled texture comparison.

Select the map before opening Add Filter. Alpha's gallery includes Threshold in the middle of the second row. It does not show the Albedo-only Hue / Saturation or Solid Color tiles. A gallery reference does not demonstrate any filter result.

  1. 1
    Confirm the selected map

    Alpha has the orange selection outline in Maps.

  2. 2
    Read this map's filter gallery

    Alpha's gallery includes Threshold in the middle of the second row. It does not show the Albedo-only Hue / Saturation or Solid Color tiles.

This is the added Alpha Threshold filter, not Base Stage Threshold. Its Threshold and Softness are distinct parameters. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Set Threshold and Softness

    This example shows Threshold 0.500 and Softness 0.000; inspect fine strands before choosing final values.

Select the map before opening Add Filter. Root / Tip Tint is offered at the right of the second row. Threshold is also present; filter availability depends on the selected map. A gallery reference does not demonstrate any filter result.

  1. 1
    Confirm the selected map

    Roughness has the orange selection outline in Maps.

  2. 2
    Read this map's filter gallery

    Root / Tip Tint is offered at the right of the second row. Threshold is also present; filter availability depends on the selected map.

Roughness offers Root / Tip Tint. The current example has white root and tip swatches, with a 0.000–1.000 blend interval; this is not a universal color-map preset. This is one inspector state, not a before/after comparison.

  1. 1
    Set blend and contribution

    Normal blend and Opacity 1.00 are shown for the added filter.

  2. 2
    Choose root and tip values

    Root Color and Tip Color are separate swatches. The captured example uses white for both.

  3. 3
    Set the blend interval

    Blend Start is 0.000 and Blend End is 1.000 in the example.

Save and export the edits

Save the project to keep the editable filter stacks. Then use Export Settingsand Run Export to write the selected maps. The main export includes the current Base Stage and enabled filters; you do not need a separate export to preserve your color edits. Packed textures use the edited maps too.

The Texture viewer also has an export dialog. Use it when working from that view; it is not a special route for otherwise missing filter changes. Choose the destination and maps deliberately in either dialog.

Texture padding can extend edge colors into the empty areas around hair. The shared Padding amount controls both the automatic preview and export dilation; 0 disables dilation. ReadKeep texture edges clean before the final handoff.

After exporting, open the file from the chosen output folder to confirm the correction is present. If it differs, check the selected map, enabled filters, and file location before rebaking.

Screenshot

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