Colorization works on clothing material the same way that it works for other materials in the game. However, the color regions drive a lot of other features like detail tiling and cloth shading.
See here for an overview on colorization: Colorization
Parameters that refer back to color regions are often named differently in the material, so consult this guide to figure those out
Delta Map WPO¶
Some bugs involving body fat can be adjusted a little bit in this dropdown. High Fat WPO strength can be used to customize how much the body fat will affect that item of clothing. Be careful with how this ends up interacting with other pieces of clothing, though. Sometimes bugs with the smoothness of the surface of the clothing due to body fat can be helped by checking on “Use Body Distance”. This option prevents clothing parts that already fit around the High Fat body from inflating further.
You can determine whether a color region will have “cloth fuzz” applied by setting the parameters here. 0=no cloth, 1=cloth. The RGBA selections correspond to the color regions this way:
Plug in texture maps for detail textures here. Detail L_0 corresponds to color region 0, Detail L_1 corresponds to color region 1, etc.
Normal maps can be used here, but so can layered ANR textures. ANR textures are set up in this way:
- R - AO / Cavity
- G - Normal G
- B - Roughness
- A - Normal R
New ANR textures can be saved in Game>Atlas>Human>Shared>TilingTextures. They should have a suffix of “ANR” (Some textures in that folder currently are named with the suffix “L” even though they are ANR textures.
To use ANR textures, make sure “Use ANR textures” is checked on all the way at the bottom of the Detail Blend dropdown. Control the detail tiling and the detail normal intensity at the bottom of the dropdown as well, with the color regions corresponding in the way illustrated below
The appearance of the fuzz in cloth-enabled color regions is controlled here:
The roughness for each tiling texture can also be controlled here.
When you create Delta UVs with either the Clothing Wizard or the Clothing HDA plugin, you will get a number value called “max shrink amount”. Plug that in here.
Laying out Stitch UVs¶
We use up to 4 types of stitches per clothing part.
Stitches are found here: A:CharactersHumansSharedStitches
The UVs should be spread out into 4 regions: 0-1, 1-2, 2-3, 3-4
Parts that don’t belong to a stitch type should be placed in the negative U space region: (0, 0)(-1,1)
We use a packed NRO map for stitches:
- R - Normal R
- G - Normal G
- B - Roughness
- A - Opacity
To enable stitches, you need to enable the switch “UseStitches”. If you do not need Roughness in the texture, you can disable the switch “Texture has packed Roughness”.
Each of the 4 regions can be colorized manually in the “ColorizationStitches” category. To make stitches colorizable by the player, you can use the “OverrideColor”. You can enable it for each of the 4 stitches seperately. For example to enable it for the first stitches region, set “Stitches1 UseOverrideColor” to 1 and set the color index to use with the “OverrideColor Index” parameter. In the below example, when the player dyes color region 4 this will also colorize the first Stitch region because it is set to be overriden by Color4.
Parts that you want hidden in FPV should be placed in the negative U space region of the primary UV channel: (0, 0)(-1,1) This is useful for shoulder pads for example that would otherwise obstruct the FPV view.