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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 accepts a flat colour or a bearer-resolved source:

ValueColour 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.

FieldValuesNotes
tint_blendmultiply (default), screen, overlay, colorThe 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_strength0..1Fades 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.

"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 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.

"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.