Surfaces & Colour
How an attachment is painted, beyond its base texture. All of these live in the definition file.
{ "tint": "hair", "tint_blend": "overlay", "tint_strength": 0.8, "emissive": "horn_runes", "render": "translucent"}Tint Sources
Section titled “Tint Sources”tint accepts a flat colour or a bearer-resolved source:
| Value | Colour used |
|---|---|
"#RRGGBB" | The flat colour. |
"skin" | The skin colour the bearer’s face actually rendered with (MCA’s melanin gradient plus any origin tint), captured from the skin layer each frame. The older "skin_tint": true still works as an alias. |
"hair" | The bearer’s rendered hair colour, greying included. Falls back to the flat tint until hair has rendered, or when the rig hides hair. |
"eyes" | The bearer’s expressed eye colour, matching the face overlay. |
"gene" | The heritable colour rolled on the granting gene’s tint channels. See below. |
Author the texture in grayscale for bearer-resolved sources, the same as skin tinting: a tail that greys with its senior’s hair, horns that match the eyes.
Blend Modes And Strength
Section titled “Blend Modes And Strength”| Field | Values | Notes |
|---|---|---|
tint_blend | multiply (default), screen, overlay, color | The same four modes skin palettes use. Multiply darkens, screen lightens, overlay deepens contrast, and color keeps the texture’s shading while taking the tint’s hue. |
tint_strength | 0..1 | Fades the tint toward the untinted texture. Defaults to 1. |
Non-multiply modes bake a tinted copy of the texture on the client, cached and cheap. color is the mode to reach for when recolouring a painted (non-grayscale) texture, such as coat colours over detailed fur.
Heritable Colour
Section titled “Heritable Colour”"tint": "gene" reads the colour from the bearer’s genetics. The granting gene declares the palette:
"tint": { "label": "Fur Colour", "palette": ["#F1762B", "#EFE6D5", "#3B322D"]}Newborns roll a palette colour, children mean-blend their parents’ components, and the character editor offers the palette as swatches plus free colour bars. Pair it with "tint_blend": "color" to recolour a painted texture while keeping its shading. The genetics side is covered in Genetics & Morphs.
Emissive
Section titled “Emissive”emissive names a second texture drawn full-bright over the same geometry, day or night. Transparent pixels do not glow, so a mostly transparent mask lights just the markings: glowing runes, foxfire tips, bioluminescent spots. The emissive layer follows every morph, pose, clip, and physics swing of the base pass, and it is untinted, so a glow stays constant across heritable coat colours.
Translucency
Section titled “Translucency”"render": "translucent" renders the whole attachment with alpha, for wisps, membranes, and ghost tails. The default cutout treats alpha as on-or-off, which is right for almost everything else.