Skip to content
Connecting DocsDocumentation
Main website
TUNS/Bake your surface

Paint and tune a mask

Control allowed regions and relative point density.

  1. Paint using the mesh’s UV layout: black excludes an area; brighter values attract more samples.
  2. Assign Mask Texture and the matching UV Channel.
  3. Set Mask Channel: 0 = Red, 1 = Green, 2 = Blue, 3 = Alpha.
  4. Use Invert to swap high and low values. Threshold excludes values at or below its cutoff.
  5. Use Power to shape relative density. Values above 1 favor bright regions; values below 1 give darker regions more weight. Rebake.
Mask controls for the supplied half-surface mask.
Mask controls for the supplied half-surface mask.
  1. Mask Texture

    Paint for this mesh’s UV layout.

  2. UV Channel

    The UV set on the mesh.

  3. Mask Channel

    0 is Red; 3 is Alpha.

  4. Threshold

    Exclude faint values.

  5. Power

    Shape density in the remaining region.

MaskResult
None / whiteFull available surface
BlackNo valid sample locations
Black and whiteThe bank concentrates in white areas
Uniform gray above thresholdStill a full bank; gray is weight, not a count control
GradientMore points in brighter areas

The baker reads mask values as linear data from the source image, with bilinear sampling and UVs clamped to 0–1. It does not modify source texture compression or streaming settings.

Updated Oct 4, 2026

Search TUNS

Type at least two characters to search.