FF14 Asset Reference Document

This Document contains information sourced from and annotated from the FF14 Textooles Reference Document by Sel. It has been updated in some places and had some annotations added by me, however most of the information credit must go to it's original creator. 

This Doc will only contain Dawntrail-specific information, until the last page which will have anything from Endwalker that changed as a reference, but the information in that page should not be used outside of comparison's sake. I will try to keep this as up to date with the GSheets as I can, but for the fastest updates and an Excel spreadsheet format, please check the original document.

(Dawntrail) Shader Reference Table

This page is a list of tables with explinations/annotations of how the New shaders in dawntrail work. Most of this page has been adapted from the Textools Reference Document by Sel. 

This page is partially incomplete as we still do not fully understand every shader. shaders with entirely blank boxes are those that we know exist, but do not understand how they work. Any important notes or observations about these shaders will be notated below their shader tables in Red.

The following explains how each color/data channel is used in each shader.
Channels are listed by their Default Behavior whenever variable.
Channels listed in Purple are variable and affected by shader keys. These will be listed Below each main table for the shader, before any notes or annotations.
SubSurface Scattering (SSS) and Fur Settings are controlled by the same channels/fields when applicable

FFXIV uses the OpenGL format for Normal map direction (Y+ up if you are using a software with diffuse to normal generation capabilities) 

Character.shpk (Gear & Monster Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Specular Power
GREEN Standard Tangent Space Normal Map GREEN Roughness
BLUE Opacity BLUE Ambient Occlusion
ALPHA Unused ALPHA Unused
Diffuse Texture Specular Texture
RED Standard Color Data RED Standard Color Data
GREEN Standard Color Data GREEN Standard Color Data
BLUE Standard Color Data BLUE Standard Color Data
ALPHA ??? ALPHA ???
Index Texture Flow Texture
RED Colorset Pair (0-16) RED ???
GREEN Colorset Even/Odd Blending GREEN ???
BLUE Unused BLUE ???
ALPHA Unused ALPHA ???
Model Data
Vertex Color 1 Vertex Color 2
RED Specular Mask RED Faux-Wind Influence
GREEN Roughness GREEN Faux-Wind Multiplier
BLUE Diffuse Mask BLUE ???
ALPHA Opacity ALPHA ???
UV Channel 1 UV Channel 2
UV Normal UV Channel UV Decal UV Channel (FC Crests, etc.)
Texture Mode - Diffuse Texture
Key : B616DC5A
Value Effect
DEFAULT Default Mask Texture Mode
COMPATIBILITY Used to enable Diffuse Texture
SIMPLE Unknown
 
Flow Map Mode? - Flow Texture
Key : 40D1481E
Value Effect
337C6BC4 Standard Value
71ADA939 Enable Flow Map?
 


Specular Mode - Specular Texture
Key : C8BD1DEF
Value Effect
OFF No Specular Texture
MASK Use Mask sampler for Specular
DEFAULT Use Spec sampler for Specular
A7D2FF60 Unknown
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
Value Effect
MASK Use as Mask
COLOR Use as Diffuse Color
DFE74BAC Unknown
5CC605B5 Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
Value Effect
OFF No Decals
COLOR Use as Color Decal Placement
ALPHA Use as Alpha Decal Placement
 

This is the standard shader used for most things you would mod (gear, minions, mounts, weapons) that are not options tied to the CHaracter creator. This shader will probbaly be the one you look at most often. There are a few other things that this shader can do based on keys, and I will explain them below.

This shader can make use of a field named "Effect ID". There appear to be 5 total shader effects, and number 3 Is what's used for a holographic/iridescent effect seen on some new gear. In order to utilize these effects, you must also set a value for "Effect Opacity". 0 means there will be no effect, 1 is full effect, and over 1 appears to be multiplicative. This effect is only possible on gear with the new Character shader, and not Character Legacy (the endwalker compatability version of this shader).

Number 1 seems to apply a "clear vinyl overlayer" effect

CharacterLegacy.shpk (Endwalker Gear & Monster Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Specular Power
GREEN Standard Tangent Space Normal Map GREEN Gloss
BLUE Opacity BLUE Ambient Occlusion
ALPHA Unused ALPHA Unused
Diffuse Texture Specular Texture
RED Standard Color Data RED Standard Color Data
GREEN Standard Color Data GREEN Standard Color Data
BLUE Standard Color Data BLUE Standard Color Data
ALPHA Unused ALPHA Unused
Index Texture --
RED Colorset Pair (0-16) RED  
GREEN Colorset Even/Odd Blending GREEN  
BLUE ??? BLUE  
ALPHA ??? ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED Diffuse Mask RED ???
GREEN Gloss GREEN ???
BLUE Specular Mask BLUE ???
ALPHA Opacity ALPHA ???
UV Channel 1 UV Channel 2
UV Normal UV Channel UV Decal UV Channel (FC Crests, etc.)
Texture Mode - Diffuse Texture
Key : B616DC5A
Value Effect
DEFAULT Default Mask Texture Mode
COMPATIBILITY Used to enable Diffuse Texture
SIMPLE Unknown
 
Specular Mode - Specular Texture
Key : C8BD1DEF
Value Effect
OFF No Specular Texture
MASK Use Mask sampler for Specular
DEFAULT Use Spec sampler for Specular
A7D2FF60 Unknown
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
Value Effect
MASK Use as Mask
COLOR Use as Diffuse Color
DFE74BAC Unknown
5CC605B5 Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
Value Effect
OFF No Decals
COLOR Use as Color Decal Placement
ALPHA Use as Alpha Decal Placement
 

This is the Character Legacy shader. It is a port of the old endwalker shader for compatability with old assets that have not been updated by Square Enix. It is Not reccommended to continue creating anything for this shader, as it is not able to do all the things that the new Character shader can. Most Assets will still be using this shader unless updated by Square Enix or a modder. This shader is to our knowledge, not capable of handling some of the extra shader effects that the new Character shader can.

Skin.shpk (Character Skin Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Specular Power
GREEN Standard Tangent Space Normal Map GREEN Roughness
BLUE Skin Color Influence BLUE SSS Thickness/Fur Parallax
ALPHA Wetness Mask ALPHA Hair Highlight Color Influence *
Diffuse Texture --
RED Standard Color Data RED  
GREEN Standard Color Data GREEN  
BLUE Standard Color Data BLUE  
ALPHA Opacity ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED Muscle Slider Influence RED Unused (?)
GREEN Unused GREEN Unused (?)
BLUE ??? BLUE Unused (?)
ALPHA Shadow Castin On/Off
ALPHA Unused (?)
UV Channel 1 UV Channel 2
UV Normal UV Channel UV Decal UV Channel (Legacy Mark)
Skin Type - Normal Alpha Channel
Key : 380CAED0
Value Effect
BODY Use as Wetness Mask
FACE Use as Lip Mask
HRO Use as Hair Mask *
EMISSIVE
Use as Emissive mask
* Also enables Mask Alpha
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
Value Effect
MASK Use as Mask
COLOR Use as Diffuse Color
DFE74BAC Unknown
5CC605B5 Unknown


Texture Mode - Normal Texture
Key : B616DC5A
Value Effect
DEFAULT ??
COMPATIBILITY Restores EW Normal Map Use
SIMPLE ??
 
Decal Mode - Model UV2 Layer
Key : D2777173
Value Effect
OFF No Decals
COLOR Use as Color Decal Placement
ALPHA Use as Alpha Decal Placement
 


 

 

 

This is the Shader used for Body skin, Faces, and Hrothgar Skin with Fur.

When working with this shader for body mods, Keep in mind that as of writing this, Body mods on the Female base (bibo, tf gen 3, etc) use skin type Body/standard skin. However, Male body mods (TBSE) Use the Hrothgar shader key for skin to allow for body hair that changes with head hair color. As such, authoring of maps for these two may differ slightly.

When using/authoring skin using the Hrothgar version of the skin shader, pay special attention to the alpha and blue channels as they are interconnected. The blue channel will be both skin color influence (depigmentation) AND Hair color selection at the same time, with the alpha determining which of the two effects are used in what spot. Portions of the blue channel that are not pure white with a BLACK alpha become depigmentation while the areas with a WHITE alpha become hair color influence. 

You can create a faux metallic effect on skin by confusing the Subsurface shader (though be careful). To do this, set the blue channel of the mask to a value close to 255. this creates an effect that is both metallic and subsurface at the same time. This has not been tested on the Hrothgar version of this shader. 

While skin has an opacity mask, This can not be used to create a semitransparent body part, as the opacity has a "clamp" on it's values, effectively turning it from a scaled value into a yes/no. More research is needed to see if this can be changed.

As emissive is a shader key on the same level as hrothgar (body hair on skin) you cannot use both emissive and dyeable body hair on skin at the same time using vanilla shaders. this is non-negotiable.

Hair.shpk (Hair Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Specular Power
GREEN Standard Tangent Space Normal Map GREEN Roughness
BLUE Highlight Color Influence BLUE SSS Thickness
ALPHA Opacity ALPHA Diffuse Mask / Ambient Occlusion
Diffuse Texture --
RED Standard Color Data RED  
GREEN Standard Color Data GREEN  
BLUE Standard Color Data BLUE  
ALPHA Opacity ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED ??? RED Faux-Wind Influence + Anistropy
GREEN ??? GREEN Faux-Wind Multiplier
BLUE ??? BLUE ???
ALPHA Shadow Casting On/Off ALPHA ???
UV Channel 1 UV Channel 2
UV Normal UV Channel UV Opacity Mapping for Miqo'te?
Sub Color Map - Normal Blue Channel
Key : 24826489
Value Effect
FACE Use as Tattoo Color Influence
HAIR Use as Hair Highlight Influence
584265DD Unknown

This is the hair Shader. Many things have changed and unlike character, there is no legacy version of this shader. All old hair mods must be converted to use the channels described in this section. Hair is also used for Miqo'te tails. 

At this time, the shader does not seem to be responsive to whatever value appearance plugins and tools such as Anamnesis, Glamourer, and Ktisis used to use for their "hair glow" parameter. This indicates something was shuffled around, but we are currently unsure as to what.

Iris.shpk (Eye Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Emissive Mask
GREEN Standard Tangent Space Normal Map GREEN Reflection Mask/Cubemap Intensity
BLUE Unused BLUE Iris Mask
ALPHA Unused ALPHA Unused
Diffuse Texture --
RED Standard Color Data RED  
GREEN Standard Color Data GREEN  
BLUE Standard Color Data BLUE  
ALPHA Unused ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED Left Eye color influence (odd eyes) RED Unused (?)
GREEN Right eye color influence (odd eyes) GREEN Unused (?)
BLUE   BLUE Unused (?)
ALPHA   ALPHA Unused (?)
UV Channel 1 UV Channel 2
UV Normal UV Channel UV Unused (?)

63030C80 - Unknown Effect
Key : 63030C80
Value Effect
EFDEA8F6 Unknown

This is the iris, or new eye shader. There is no legacy version of this shader that can be used on players, so ALL eye mods must be thrown through a converter such as Loose Texture Compiler or Textools' Eye saver. This is non-negotiable.

The new iris shader allows for Sclera and Iris to be on the same map, allowing for some interesting effects

A large thing to note compared to old eye mods is that the catchlight is no longer an editable texture, and is now permanently part of the shader. All catchlight mods or edits can no longer be used. If you want to create a fake catchlight, you can draw this onto the diffuse, but it will be static and not move around. This is not fixable, and we do not currently know if catchlight will ever be editable, even using shader parameters.

Likewise, Au Ra limbal rings are also part of a shader now, and no longer part of a texture. Any mods that altered the Au Ra limbals must be scrapped. While shape cannot be changed, there is a shader constant that allows them to be turned on and off, and this is availible for all eyes, not just au ra. The parameters to change are 

7DABA471- g_IrisRingEmissive
0-1 (au ra at 0.8)


58DE06E2-Limbal Color
Red (0-1)
Green (0-1)
Blue (0-1)

Furthermore, Sclera can either be changed by drawing on the diffuse, OR by changing shader constant 11C90091-g_ White Eyes Color. the 3 values are RGB going from 0-1 in each box.

Emissive is now included in the eye shader for ALL eyes, but in order to activate it, you need to mask out where you want glow on the mask RED channel, AND turn the shader constant 3BA64362-g_Emissive color on by changing the 3 values to not 0. the three editable boxes are RGB values that you may choose, that go from 0-1. emissive strangth is not known how or if it can be edited. 

Finally, due to the eyeball now being a diffuse texture, it is possible to get multicolored eyes without having to sacrifice heterochromia. This both makes them more compatible with a variety of heads, and allows for more than 2 colors. because FF14 overlays the eye color closest to the layer style Multiply, it is best to check how colors will interact by simulating in an art program. You can either draw with color on the iris portion of the diffuse, and then allow eye color influence to change those colors, or draw with color on the diffuse, and then mask off the same areas/gradients on the Mask Blue channel, to stop those portions from changing with your eye color. 

This is an example of simulating how placing colors on the diffuse and then allowing the game to put color on top can change the colors. This is a simulation in an art program, but it's enough to show what the effect will do when you do not mask out the colored parts on the multi.

image.png

CharacterTattoo.shpk (Face Tattoos Shader)
Texture Data
Normal Texture --
RED Standard Tangent Space Normal Map RED  
GREEN Standard Tangent Space Normal Map GREEN  
BLUE Mole or Tattoo Color Influence BLUE  
ALPHA Opacity ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED ??? RED  
GREEN ??? GREEN  
BLUE ??? BLUE  
ALPHA ??? ALPHA  
UV Channel 1 UV Channel 2
UV Normal UV Channel UV ???

Sub Color Map - Normal Blue Channel
Key : 24826489
Value Effect
FACE Use as Tattoo Color Influence
HAIR Use as Hair Highlight Influence
584265DD Unknown
 
Decal Mode - Model UV2 Layer
Key : D2777173
Value Effect
OFF No Decals
COLOR Use as Color Decal Placement
ALPHA Use as Alpha Decal Placement
 

There isn't much to edit about this shader, but it is important to keep in mind, as Facial ETC textures have multiple materials that all point to the same textures, but have different shader keys and parameters. Before changing any, please check this table, or make the texture path for the specific one you want to change unique.

CharacterStocking.shpk (Stocking/Translucent Cloth)
Texture Data
Normal Texture --
RED ??? RED ???
GREEN ??? GREEN ???
BLUE ??? BLUE ???
ALPHA ??? ALPHA ???
-- --
RED ??? RED ???
GREEN ??? GREEN ???
BLUE ??? BLUE ???
ALPHA ??? ALPHA ???
-- --
RED ??? RED ???
GREEN ??? GREEN ???
BLUE ??? BLUE ???
ALPHA ??? ALPHA ???
Model Data
Vertex Color 1 Vertex Color 2
RED ??? RED ???
GREEN ??? GREEN ???
BLUE ??? BLUE ???
ALPHA ??? ALPHA ???
UV Channel 1 UV Channel 2
UV Normal UV UV Decal UV
UV Channel 3    
UV Skin UV  

We currently know next to nothing about this shader. It is currently only used on one NPC model. The only information we know is that it seems to allow for a single mesh to act transparent with skin underneath, and uses UV3 to copy from the base skin texture(currently understood to be material A of the skin). We do not fully know how it works though and it is very under researched. This table will be edited when more information on it's channels and useage is known.

CharacterOcclusion.shpk (Eye Occlusion Shader)
Texture Data
Normal Texture --
RED ??? RED  
GREEN ??? GREEN  
BLUE ??? BLUE  
ALPHA ??? ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED Standard Tangent Space Normal Map RED Unused (?)
GREEN Standard Tangent Space Normal Map GREEN Unused (?)
BLUE ??? BLUE Unused (?)
ALPHA Unused ALPHA Unused (?)
UV Channel 1 UV Channel 2
UV Normal UV Channel UV ???
Sub Color Map - Normal Blue Channel
Key : 24826489
Value Effect
FACE Use as Tattoo Color Influence
HAIR Use as Hair Highlight Influence
584265DD Unknown
 
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
Value Effect
MASK Use as Mask
COLOR Use as Diffuse Color
DFE74BAC Unknown
5CC605B5 Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
Value Effect
OFF No Decals
COLOR Use as Color Decal Placement
ALPHA Use as Alpha Decal Placement
 

There isn't much to say about this shader.

CharacterGlass.shpk (Glass Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Specular Power
GREEN Standard Tangent Space Normal Map GREEN Roughness
BLUE Opacity BLUE Ambient Occlusion
ALPHA Unused ALPHA Unused
Index Texture --
RED Colorset Pair (0-16) RED  
GREEN Colorset Even/Odd Blending GREEN  
BLUE ??? BLUE  
ALPHA ??? ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED Specular Mask RED Faux-Wind Influence
GREEN Roughness GREEN Faux-Wind Multiplier
BLUE Diffuse Mask BLUE ???
ALPHA Opacity ALPHA ???
UV Channel 1 UV Channel 2
UV Normal UV Channel UV Decal UV Channel (FC Crests, etc.)

Texture Mode - Diffuse Texture
Key : B616DC5A
Value Effect
DEFAULT Default Mask Texture Mode
COMPATIBILITY Used to enable Diffuse Texture
SIMPLE Unknown
 
Specular Mode - Specular Texture
Key : C8BD1DEF
Value Effect
OFF No Specular Texture
MASK Use Mask sampler for Specular
DEFAULT Use Spec sampler for Specular
A7D2FF60 Unknown
Flow Map Mode? - Flow Texture
Key : 40D1481E
Value Effect
337C6BC4 Standard Value
71ADA939 Enable Flow Map?
   
 
Vertex Color Mode - Model Vertex Colors
Key : F52CCF05
Value Effect
MASK Use as Mask
COLOR Use as Diffuse Color
DFE74BAC Unknown
5CC605B5 Unknown
Decal Mode - Model UV2 Layer
Key : D2777173
Value Effect
OFF No Decals
COLOR Use as Color Decal Placement
ALPHA Use as Alpha Decal Placement
 

This shader is still very under researched. We have a general idea of how it works, but not enough for any automatic texture conversions to look good. If you have any observations or are willing to research it, please let us know. 

Bg.shpk (Furniture Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Specular Mask A?
GREEN Standard Tangent Space Normal Map GREEN Roughness
BLUE ??? BLUE Specular Mask B?
ALPHA ??? ALPHA ???
Diffuse Texture --
RED Standard Color Data RED  
GREEN Standard Color Data GREEN  
BLUE Standard Color Data BLUE  
ALPHA Unused ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED ??? RED Unused (?)
GREEN ??? GREEN Unused (?)
BLUE ??? BLUE Unused (?)
ALPHA ??? ALPHA Unused (?)
UV Channel 1 UV Channel 2
UV Normal UV Channel UV ???
BG Use DiffuseAlpha - Diffuse Alpha
Key : A9A3EE25
Value Effect
72AAA9AE Use as Opacity
BG Vertex Paint - Vertex Color
Key : 4F4F0636
Value Effect
BD94649A Use as Diffuse Color
Multiple - Unknown Effect
Key : Multiple
Value Effect
At least ~9 Additional keys of unknown effect
Texture Mode - Diffuse Texture
Key : B616DC5A
Value Effect
DEFAULT Unknown
COMPATIBILITY Unknown
SIMPLE Unknown
1DF2985C Unknown
941820BE Unknown
07D3170F Unknown

This shader is not fully understood.

BgColorChange.shpk (Dyeable Furniture Shader)
Texture Data
Normal Texture Mask Texture
RED Standard Tangent Space Normal Map RED Specular Mask A?
GREEN Standard Tangent Space Normal Map GREEN Roughness
BLUE ??? BLUE Specular Mask B?
ALPHA Opacity ALPHA ???
Diffuse Texture --
RED Standard Color Data RED  
GREEN Standard Color Data GREEN  
BLUE Standard Color Data BLUE  
ALPHA Dyeability Mask ALPHA  
-- --
RED   RED  
GREEN   GREEN  
BLUE   BLUE  
ALPHA   ALPHA  
Model Data
Vertex Color 1 Vertex Color 2
RED ??? RED Unused (?)
GREEN ??? GREEN Unused (?)
BLUE ??? BLUE Unused (?)
ALPHA ??? ALPHA Unused (?)
UV Channel 1 UV Channel 2
UV Normal UV Channel UV ???

BG Use DiffuseAlpha - Diffuse Alpha
Key : A9A3EE25
Value Effect
72AAA9AE Use as Opacity (?)
BG Vertex Paint - Vertex Color
Key : 4F4F0636
Value Effect
BD94649A Use as Diffuse Color

This shader is not fully understood.

Attribute Reference Tables

This page is based off the "attribute reference table) in the textools reference doc by sel. This information has not been validated to have been changed in dawntrail, so while nothing on here whould have changed, it is possible that some information is outdated or missing.

Mesh parts in FF14 have many types of Attributes, and these determine when and what parts of a mesh should be hidden.
Every Mesh part (X.0, X.1, etc) Has it's own list of attributes that will change what is and is not hidden when the correct metadata is combined with it. for example a mesh part with the upper arm attribute will be hidden if the item is paired with long gloves.

This is especially important when replacing the mesh parts of one model with another's, or when you are making/altering a mesh that needs to hide certain parts. If the mesh part numbers are different, then unwanted parts may hide when something is equipped. If you ever have a mod where something goes invisible when another gear piece is worn (usually long gloves) then that means that an attribute was incorrectly placed on a mesh part. likewise, if a part of the mesh does not hide when the corresponding piece is worn (like long gloves) then that means that mesh part does not have the attribute set.

Some gear uses special "Variant Attributes" such as atr_tv_a. these attributes are special as they are not decided by what other gear you have on, but rather are decided by what item variant you have equipped. What variants hide/show what items is determined by thier IMC values, which can be found in the metadata editing tabs of your chosen mod editor. 

Variant attributes go from a to j (so atr_xv_b for example) with a total of 10 possible variant attributes per item, at the time of writing this. 

Other variant attributes may exist for other model types, but most other model types do not have IMC files, so they will not be gone over here.

Hats / Headgear (met)
atr_mv_x Head Variant Parts
atr_inr Gorget
Gloves (glv)
atr_gv_x Glove Variant Parts
atr_arm Glove
Hair (hir)
atr_hv_x Hair Variant Parts
atr_kam Scalp
Unusual/Strange
atr_hair Au Ra F Faces Only 
atr_sta Miqo'te Hair Only 
Common / Misc
atr_lod Excess Detail
atr_tlh Non-Tail Races Only
atr_tls Tail Races Only
atr_top Miqo'te Ears
Body (top)
atr_tv_x Body Variant Parts
atr_hij Wrist
atr_nek Neck
atr_ude Elbow
Legs (dwn)
atr_dv_x Leg Variant Parts
atr_hiz Knee
atr_kod Waist
atr_sne Shin
Accessories
atr_ev_x Earring (ear) Variant Parts
atr_nv_x Necklace (nek) Variant Parts
atr_wv_x Bracelets (wrs) Variant Parts
atr_rv_x Ring (rir/ril) Variant Parts
Connector Attributes
atr_cn_neck Neck Connector
atr_cn_wrist Wrist Connector
atr_cn_ankle Ankle Connector
atr_cn_waist Waist Connector
Face (fac)
atr_fv_x Face Variant Parts (Char Select)
atr_hig Facial Hair
atr_hrn Horns
atr_kao Face
atr_mim Ears
Weapons
atr_bv_x Other Variant Parts
atr_parts_x Weapon Specific Parts
atr_arrow Arrow
atr_ar1-3 Arrow in Quiver
atr_attach Gauss Barrel
Shoes (sho)
atr_sv_x Shoe Variant Parts
atr_leg Boot
atr_lpd Knee Pad
Monsters & Demihumans
atr_bv_x Other Variant Parts
atr_parts_x Monster Specific Parts
Extremely Rare / Unknown
atr_showhide Used on 2 Weapon Models
atr_blt Used on 3 Body Models
atr_eye_a
NPC head setting?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Unlisted model types have no unique attributes. Ex: Tail (til) and Ear (zir)

Shapes Reference Table

This page was adapted from the Textools Reference doc by Sel. This information has not been updated or re-researched since pre-dawntrail, so some information may be missing or outdated.

It is assumed that a shape can be created for any otherwise unlisted attribute and will be triggered if the attribute associated with it is hidden, however this has not yet been tested.

 

Shape Name Trigger Conditions Notes
Body Gear (top)
shp_nek atr_nek Hidden Hide conditions dependent upon head gear.
shp_kat Long-Glove Equipped
Only one of these will be triggered at once, the others will have their associated attribute hidden.
shp_ude Mid-Glove Equipped
shp_hij Short-Glove Equipped
Leg Gear (dwn)
shp_kos atr_kos Hidden Hide conditions dependent upon body gear.
shp_mom Long-Boot Equipped
Only one of these will be triggered at once, the others will have their associated attribute hidden.
shp_hiz Mid-Boot Equipped
shp_sne Short-Boot Equipped
Hand Gear (glv)
shp_glv atr_glv Hidden Hide conditions dependent upon body gear.
Foot Gear (sho)
shp_lpd atr_lpd Hidden Hide conditions dependent upon body gear.
shp_leg atr_leg Hidden Hide conditions dependent upon body gear.
Faces (fac)
shp_brw_x Character Creation Settings Eyebrow Selection. _a is the SECOND option.
shp_chk_x Character Creation Settings Jaw Selection. _a is the SECOND option.
shp_etc_x Character Creation Settings Tattoo/etc. Selection. _a is the SECOND option.
shp_eye_x Character Creation Settings Eye Shape Selection. _a is the SECOND option.
shp_mth_x Character Creation Settings Mouth Selection. _a is the SECOND option.
atr_iris_x Character Creation Settings Iris Size Selection. _a is the SECOND option.
Hair (hir)
shp_hib Hat Equipped  
shp_hic ??? ???
Weapons
shp_bv_a shp_bv_a hidden(?) IMC Variant Shape?
shp_met Headgear hidden(?) ???
Monsters
shp_hib ??? ???
Demihumans
shp_hiz ??? ???
shp_kos ??? ???
shp_mom ??? ???
shp_mv_a ??? ???
shp_mv_b ??? ???

Visibility Reference Tables

This page is an adaptation of the Textools Reference document by Sel. This data has not been tested since the release of dawntrail, so some information may be missing/outdated.

Key: Flag that should always be set if the gear exists.
  Flag that shows/hides an entire gear slot.
  Flag that shows/hides an Attribute (and associated Shape)
  Flag that is unused or has unknown purpose
 

Visibility Flag

Controlling Slot

Attribute

Shape

Notes

           

Byte 0

EnableBodyFlags

Body (top)

--

--

Must be enabled for the rest of the body flags to work correctly.

 

BodyHideWaist

Body (top)

atr_kod

shp_kod, shp_kos(?)

 
 

Bit2

Body (top)

???

???

 
 

BodyHideShortGloves

Body (top)

atr_arm

atr_arm

Has something to do with glove settings based on the type of glove equipped.

 

BodyGloveUnknown2

Body (top)

???

???

 

BodyHideMidGloves

Body (top)

atr_arm

shp_arm

Ex. HideLongGloves will only hide atr_arm on long gloves.

 

BodyHideLongGloves

Body (top)

atr_arm

shp_arm

But not on Mid Gloves.

 

BodyHideGorget

Body (top)

atr_inr

shp_inr

 
           

Byte 1

BodyShowLeg

Body (top)

--

--

When body gear hides other slots, the visibility parameters from that slot in the same set as the body gear

 

BodyShowHand

Body (top)

--

--

is used for determining down-stream visibility settings. (Ex. Should Shoes be shown/hidden)

 

BodyShowHead

Body (top)

--

--

 
 

BodyShowNecklace

Body (top)

--

--

If either of equipped body or head gear hides necklace, it will be hidden.

 

BodyShowBracelet

Body (top)

--

--

If either of equipped body or glove gear hides bracelet, it will be hidden.

 

BodyShowTail

Body (top)

--

--

If either of equipped body or leg gear hides tail, it will be hidden.

 

BodyTriggersomeShapeData

Body (top)

???

???

 
 

Bit15

Body (top)

???

???

 
           

Byte 2

EnableLegFlags

Leg (dwn)

--

--

Must be enabled for the rest of the leg flags to work correctly.

 

LegHideKneePads

Leg (dwn)

atr_lpd

shp_lpd

 
 

LegHideShortBoot

Leg (dwn)

atr_leg

shp_leg

Like gloves, the atr_leg triggers are dependent upon the equipped boot's visibility settings. (Long boots cannot be hidden)

 

LegHideHalfBoot

Leg (dwn)

atr_leg

shp_leg

 

LegBootUnknown

Leg (dwn)

???

???

Something to do with interactions with half-boots.

 

LegShowFoot

Leg (dwn)

--

--

 
 

LegShowTail

Leg (dwn)

???

???

If either of equipped body or leg gear hides tail, it will be hidden.

 

Bit23

Leg (dwn)

???

???

 
           

Byte 3

EnableHandFlags

Gloves (glv)

--

--

Must be enabled for the rest of the hand flags to work correctly.

 

HandHideElbow

Gloves (glv)

atr_ude

shp_ude, shp_hij, shp_kat

When Elbow is set without forearm the glove is marked as a short glove (which will trigger shp_hij). Exact selection of which Shapes are triggered is based on the combination of flags. (Mid glove triggers ude, Long triggers kat)

 

HandHideForearm

Gloves (glv)

atr_hij

shp_ude, shp_hij, shp_kat

 

Bit27

Gloves (glv)

???

???

 
 

HandShowBracelet

Gloves (glv)

--

--

If either of equipped body or glove gear hides bracelet, it will be hidden.

 

HandShowRingL

Gloves (glv)

--

--

 
 

HandShowRingR

Gloves (glv)

--

--

 
 

Bit31

Gloves (glv)

???

???

 
           

Byte 4

EnableFootFlags

Shoes (sho)

--

--

Must be enabled for the rest of the foot flags to work correctly.

 

FootHideKnee

Shoes (sho)

atr_hiz

shp_hiz, shp_sne, shp_mom

When Knee is set without Calf, item is marked as a short boot (Which will hide shp_sne). Exact shapes triggered depends on the combination of the flags. (mid boot triggers hiz, long triggers mom)

 

FootHideCalf

Shoes (sho)

atr_sne

shp_hiz, shp_sne, shp_mom

 

FootHideAnkle

Shoes (sho)

???

???

 
 

Bit36

Shoes (sho)

--

--

Unused

 

Bit37

Shoes (sho)

--

--

Unused

 

Bit38

Shoes (sho)

--

--

Unused

 

Bit39

Shoes (sho)

--

--

Unused

           

Byte 5

EnableHeadFlags

Head (met)

--

--

Must be enabled for the rest of the head flags to work correctly.

 

HeadHideScalp

Head (met)

atr_kam

shp_kam

When set alone, hides scalp. When set with HideHair, hides everything.

 

HeadHideHair

Head (met)

--

--

When set alone, hides hair. When set with HideScalp, hides everything.

 

HeadShowHairOverride

Head (met)

--

--

When set, shows hair, regardless of the previous two flags.

 

HeadHideNeck

Head (met)

atr_nek

shp_nek

 
 

HeadShowNecklace

Head (met)

--

--

If either of equipped body or head gear hides necklace, it will be hidden.

 

Bit46

Head (met)

???

???

 
 

HeadShowEarrings

Head (met)

--

--

Full earring toggle cannot be disabled without also disabling hair (HeadHideHair)

           

Byte 6

HeadShowEarringsHuman

Head (met)

--

--

Everything not Au Ra (?)

 

HeadShowEarringsAura

Head (met)

--

--

Au Ra Only (?)

 

HeadShowEarHuman

Head (met)

atr_mim

atr_mim

Hyur/Elezen/Lalafell

 

HeadShowEarMiqo

Head (met)

atr_top

shp_top

Miqo/Hrothgar

 

HeadShowEarAura

Head (met)

atr_hrn

shp_hrn

Au Ra (Horns)

 

HeadShowEarViera

Head (met)

--

--

Viera

 

HeadUnknownHelmet1

Head (met)

???

???

These flags are usually set in place of ShowEarrings[Race] flags on helmet gear.

 

HeadUnknownHelmet2

Head (met)

???

???

Their purpose is currently unknown, but presumably triggers some shape data.

           

Byte 7

HeadShowHrothgarHat

Head (met)

--

--

Allows Hrothgar hats to be shown

 

HeadShowVieraHat

Head (met)

--

--

Allows Viera hats to be shown

 

Bit58

Head (met)

--

--

Unused

 

Bit59

Head (met)

--

--

Unused

 

Bit60

Head (met)

--

--

Unused

 

Bit61

Head (met)

--

--

Unused

 

Bit62

Head (met)

--

--

Unused

 

Bit63

Head (met)

--

--

Unused

 

(Dawntrail) Colorset Values reference table

This page has been adapted from the same from the Textools Reference Doc made by Sel.

Dawntrail colorsets now use an Index Texture/ID map and use TWO channels to complete thier blending. Index red is similar to Endwalker Normal Alpha in that it is divided into 16 blocks; However it cannot be blended. 
Instead for Dawntrail each block comes as a pair of rows that can be blended and this blend is controlled by the index Green channel. A pure white value will blend to A and a pure black value will blend to B
Colorset Reference Table - Index Red
           
When working with these channels, your Greyscale Color space should be set to sGrey.
(Ctrl-Shift-K in Photoshop for color space settings)
           
Row Pair # Greyscale % Photoshop Greyscale % sGrey Value Hex Value Color
Row Pair 1 0.00 100.00 0 #000000  
Row Pair 2 6.67 93.33 17 #111111  
Row Pair 3 13.33 86.67 34 #222222  
Row Pair 4 20.00 80.00 51 #333333  
Row Pair 5 26.67 73.33 68 #444444  
Row Pair 6 33.33 66.67 85 #555555  
Row Pair 7 40.00 60.00 102 #666666  
Row Pair 8 46.67 53.33 119 #777777  
Row Pair 9 53.33 46.67 136 #888888  
Row Pair 10 60.00 40.00 153 #999999  
Row Pair 11 66.67 33.33 170 #AAAAAA  
Row Pair 12 73.33 26.67 187 #BBBBBB  
Row Pair 13 80.00 20.00 204 #CCCCCC  
Row Pair 14 86.67 13.33 221 #DDDDDD  
Row Pair 15 93.33 6.67 238 #EEEEEE  
Row Pair 16 100.00 0.00 255 #FFFFFF  
           
Photoshop uses Black as "100%" and White as "0%" for some reason, ergo the percentages are reversed for Photoshop.
       

for both Red and Green values-

ID Red values (hex): ID Green Values: "Final" Values:
Pair 1
#00
Row A
#FF #00FF00
Row B
#00 #000000
Pair 2
#11
Row A
#FF #11FF00
Row B
#00 #110000
Pair 3
#22
Row A
#FF #22FF00
Row B
#00 #220000
Pair 4
#33
Row A
#FF #33FF00
Row B
#00 #330000
Pair 5
#44
Row A
#FF #44FF00
Row B
#00 #440000
Pair 6
#55
Row A
#FF #55FF00
Row B
#00 #550000
Pair 7
#66
Row A
#FF #66FF00
Row B
#00 #660000
Pair 8
#77
Row A
#FF #77FF00
Row B
#00 #770000
Pair 9
#88
Row A
#FF #88FF00
Row B
#00 #880000
Pair 10
#99
Row A
#FF #99FF00
Row B
#00 #990000
Pair 11
#AA
Row A
#FF #AAFF00
Row B
#00 #AA0000
Pair 12
#BB
Row A
#FF #BBFF00
Row B
#00 #BB0000
Pair 13
#CC
Row A
#FF #CCFF00
Row B
#00 #CC0000
Pair 14
#DD
Row A
#FF #DDFF00
Row B
#00 #DD0000
Pair 15
#EE
Row A
#FF #EEFF00
Row B
#00 #EE0000
Pair 16
#FF
Row A
#FF #FFFF00
Row B
#00 #FF0000

These more specific values were found in the Penumbra server, posted by Ramen. the color swatches from the above table are still correct if you want to color pick instead of typing hex codes, as they matched the color swatches that were originally combined with this data (as tested and color picked in CSP). the values in this chart account for mathematical rounding of the values by other programs. 

There are more observations from other modders on this that I will add later. 

Dye templates and Tile References

This page was made as an adaptation of the same in the Textools Reference doc created by sel. This has not been updated for dawntrail, so some information may be outdated or missing. 

As of dawntrail, it is now possible to have two dye channels. in order to select and set between the two, you must go to the colorset editing window, and on the row you wish to be connected to the dye channel, select either Channel 1 or Channel 2. there are technically up to 4 channels in the data, but 3 and 4 are unused and cannot be manipulated in game. 

image.png

There are currently 41 different dye templates in FF14. These templates control how dyes via the in game dye system or anamnesis/ktisis/brio/glamourer/etc affect a colorset row. 

 

Other than selecting a template, you can also select which fields it should effect when dyed such as Diffuse color, Spec color, Emissive color, Gloss, and Spec power. Not all templates contain data for all of the above fields. Furthermore, emissive color can only be dyed using templates #510-522.

A general rule of thumb is as follows:

Dyed gloss values increase as you go up the 100s bracket from ~1 to ~24

Special templates other than black are:

These templates (and black) will always dye the same color no matter what dye is used.


Tile materials

In addition to basic colors per row, a sub material known as a tile material may be used for microdetail such as linen or leather. ff14 has 64 possible tile materials defined, though only half actually work. 

The tile material is a 32x32 px normal map and diffuse map which is mapped onto the UV1 layer of the material. the tile material is also repeated (tiled) a specified amount of times along each axis and can be further skewed to rotate or change the tiling as desired. 

The grid version of the tiles and texture paths for them will be updated when found for dawntrail. 

 

 

Racial Scaling tree (wip, outdated)

this does not include viera male or hrothgar female and must be remade. will update later, here's the old one.

image.png

Bone list and Bone Scaling notes.

this has been adapted from the textools reference doc page of the same title, created by sel. this has not been fully updated for dawntrail, and some information IS missing or outdated. I will correct when I can.

As a note. this list is based off the old bone list. Dawntrail completely redid the entire face skeletons, but there is not a complete list of them yet, so they will be added later. do not use this list for facial bones. Furthermore this is a list of Vanilla bones. any extra bones added by a mod such as IVCS or skelomae will not be in this list, and cannot be manipulated or used unless said mod is installed and set up properly. 

Bones with <a-e> are multiple bones in sequence, such as sebo (spine) bones. Bones with <l/r> are left and right bones such as leg bones. bones with <f/b/s> are Front, Back, and Side bones, such as skirts. any bone with _ex in it's name is an Extra bone, and will only exist when the associated skeleton metadata is loaded. this is most commonly seen on hair, but has been used on gear on extremely rare occasions. 

Main Bones
Bone Name English Equivalent Notes
n_root Root (base bone)  
n_hara Center Of Mass/Belly  
n_throw ??? Attached to n_hara
j_kao Head/Face  
j_sebo_<a-c> Spine  
j_ude_<a-b>_<l/r> Arm  
n_hhiji_<l/r> Elbow  
n_hte_<l/r> Hand  
j_te_<l/r> Hand  
j_mune_<l/r> Breast Females only
j_kosi Hip/Lower Back Feet bones are bones d/e
j_asi_<a-e>_<l/r> Leg 6 Bones in total per <a-c> level
j_sk_<f/b/s>_<a-c>_<l/r> Skirt  
j_sako_<l/r> Collar  
n_hkata_l Shoulder  
j_kubi Neck  
j_ago Chin  
j_kami_<a-b> Hair (Ponytail)  
j_kami_f_<l/r> Bangs  
j_mimi_<l/r> Ears  
n_sippo_<a-e> Tail
Midlander M and Tail Races M/F Only (Miqo'te/Au Ra)
n_ear_<a-b>_<l/r> Earring Bones A is attachment point, B is hanging part
     
n_kataarmor_<l/r> Shoulder Pad  
n_hizasoubi_<l/r> Knee Pad  
n_hijisoubi_<l/r> Elbow Pad  
     
j_buki_kosi_<l/r> Sheathed Weapon(Hip)  
j_buki2_kosi_<l/r> Sheathed Weapon(Hip2)  
j_buki_sebo_<l/r> Sheathed Weapon(Back)  
n_buki_<l/r> Drawn Weapon  
n_buki_tate_<l/r> Drawn Shield  
     
j_oya_<a-b>_<l/r> Thumb  
j_hito_<a-b>_<l/r> Index Finger  
j_naka_<a-b>_<l/r> Middle Finger  
j_kusu_<a-b>_<l/r> Ring Finger  
j_ko_<a-b>_<l/r> Pinky Finger
Dawntrail Face Bones

As a note, not every bone can be manipulated or scaled outside of gpose, (such as with Customize+ for normal gameplay). furthermore, many of the facial bones are kindedriver or "Helper" bones, and are either not meant to be touched on thier own, or are meant to provide small adjustments after moving the main bone. If you are not posing an old NPC head, you should only use the face bones listed here, and not the ones in the above chart. 

An example of gpose only bones is eyeprm and irisprm bones. These bones will only ever work in gpose and in cutscenes, and trying to alter them in a non-gpose only setting such as customize+ will cause these bones to immediately revert when leaving gpose. Do not use these for scaling outside of screenshots. This is not fixable and is a game limitation. if you want to dialate or contract your pupils for out of gpose, you will need to look into eye mods































































































Bone scaling notes

Many in-game models share the same model, but scale the bones to fit the body shape they want. this is a list of known and confirmed scaling values that match up correctly with the in-game versions.

These are meant to be used with posing tools/plugins, with Customize+, or when testing your models in a modeling software to ensure that things don't clip at larger bust scalings. 

At this time there is only bust scalings, but we will be happy to add other scalings as people find them. Keep in mind that not all gear pieces are weighted equally to the breast bones. many newer gear pieces are weighted to 50% breast influence instead of 100%. For these you may need to go up another percentage category to have the same effect as your racial starter gear or nude. 

 

Bust sizes- Apply to Mune_l and _r
Slider Percentage

Y
Z
0% 
0.92
0.816
0.80
50%
1
1
1
100%
1.08
1.184
1.20
150%
1.16
1.368
1.40
200%
1.24
1.552
1.60
250%
1.32
1.736
1.80
300%
1.40
1.92
2

As a note, these same values will work in a 3d modeling software like blender or 3ds max. for 3ds max, move the decimal point back 2 spaces.

Outdated tables (cross-reference only)

These are a few pages/tables that are included for cross referencing for the sake of older mods and setups, and should not be used when doing things post dawntrail. they are being saved for archival's sake, but I will not be formatting them in a pretty way, sorry. These are taken from the Textools Reference doc made by sel.

 

Endwalker shader tables-

Standard Gear Shader

Normal Map

Multi

Vertex Color/Alpha

UV2

RED

Standard Tangent Space Normal Map

RED

Ambient Occlusion

RED

Ambient Occlusion

Decal Placement, such as Grand Company Logos

GREEN

Standard Tangent Space Normal Map

GREEN

Gloss

GREEN

Gloss

BLUE

Opacity [0-128, 128+ is full Opacity]

BLUE

Specular Power

BLUE

Specular Power

Specular

ALPHA

Colorset Row

ALPHA

???

ALPHA

Opacity

Standard Full Color Specular Map

Standard Gear Shader - Monster Preset

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Specular Intensity

RED

???

Decal Placement, such as Grand Company Logos

GREEN

Standard Tangent Space Normal Map

GREEN

Gloss (?)

GREEN

???

BLUE

Opacity [0-128, 128+ is full Opacity]

BLUE

???

BLUE

???

Specular

ALPHA

Colorset Row

ALPHA

???

ALPHA

???

Used as a Multi map (See Multi column)

 

Glass Shader

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Ambient Occlusion

RED

???

???

GREEN

Standard Tangent Space Normal Map

GREEN

Gloss

GREEN

???

BLUE

Opacity

BLUE

Specular Power

BLUE

Z Depth?

N/A

ALPHA

Colorset Row

ALPHA

???

ALPHA

???

 

Skin Shader

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Player Skin Color Selection Influence

RED

Player Muscle Slider Influence

Decal Placement, such as Legacy Mark or Face Paint.

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Intensity

GREEN

???

BLUE

???

BLUE

Unused

BLUE

Angle of Refraction Intensity

N/A

ALPHA

???

ALPHA

???

ALPHA

Player Skin Color Selection Influence

 

Skin Shader - Face Presets

Normal Map

Multi

Vertex Color/Alpha

UV2

RED

Standard Tangent Space Normal Map

RED

Player Skin Color Selection Influence

RED

Player Muscle Slider Influence

Decal Placement, such as Legacy Mark or Face Paint.

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Intensity

GREEN

???

BLUE

Opacity

BLUE

Player Lip Color Selection Influence

BLUE

Angle of Refraction Intensity

N/A

ALPHA

???

ALPHA

???

ALPHA

Player Skin Color Selection Influence

 

Skin Shader - Skin with Hair Preset

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Player Skin Color Selection Influence

RED

???

Decal Placement, such as Legacy Mark or Face Paint.

GREEN

Standard Tangent Space Normal Map

GREEN

Player Hair Color Selection Influence

GREEN

???

BLUE

???

BLUE

Hair Highlight Color Selection Influence

BLUE

???

N/A

ALPHA

???

ALPHA

???

ALPHA

???

 

Hair Shader

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Diffuse Mask

RED

Red Color Influence

Opacity Mapping

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Mask

GREEN

Green Color Influence

BLUE

???

BLUE

Unused

BLUE

Blue Color Influence

N/A

ALPHA

Opacity (see UV2)

ALPHA

Highlight Color Influence

ALPHA

Opacity

 

Hair Shader - Face Presets

Normal Map

Multi

Vertex Color/Alpha

UV2

RED

Standard Tangent Space Normal Map

RED

Brightness

RED

Red Color Influence

Opacity Map

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Intensity

GREEN

Green Color Influence

BLUE

???

BLUE

Unused

BLUE

Blue Color Influence

N/A

ALPHA

Opacity

ALPHA

Player Tattoo/Etc* Color Influence

ALPHA

Opacity

 
* Tattoo/Etc. Color varies by race and is default as one of:
 
Tattoo Color  
Limbal Color  
Ear Clasp Color

Iris Shader

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Diffuse Mask

RED

Left Eye Color Influence

???

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Mask

GREEN

Right Eye Color Influence

BLUE

???

BLUE

Gloss(?)

BLUE

???

Reflection

ALPHA

???

ALPHA

???

ALPHA

???

Reflection Map ("Catchlight")

Furniture Shader

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Diffuse Mask

RED

???

Emissive Color Mapping (?)

GREEN

Standard Tangent Space Normal Map

GREEN

Specular Mask

GREEN

???

BLUE

Unused

BLUE

Gloss

BLUE

???

Diffuse Note

ALPHA

Opacity

ALPHA

Emissive Mask

ALPHA

???

Diffuse Alpha is also used for Opacity

Dyeable Furniture Shader

Normal Map

Multi

Vertex Color/Alpha(UV3)

UV2

RED

Standard Tangent Space Normal Map

RED

Specular Mask

RED

???

Emissive Color Mapping (?)

GREEN

Standard Tangent Space Normal Map

GREEN

Roughness

GREEN

???

BLUE

Unused

BLUE

Also Specular Mask...?

BLUE

???

Diffuse Note

ALPHA

Opacity

ALPHA

Emissive Mask

ALPHA

???

Diffuse Alpha is used for Dyeability

Further Notes

               

SE's Gloss implementation is very unique, and doesn't adhere particularly well to most modern PBR system's assumption of Gloss. (Closer to non-PBR Spec-Gloss)

In particular, their Gloss layers in the textures are really more like [Specular + Gloss]. To get a true Gloss-Only variance, your best bet is to blend Colorset Rows.


Endwalker colorset row reference table

Colorset Reference Table
           
When working with normal map Alpha channels, your Greyscale Color space should be set to sGrey.
(Ctrl-Shift-K in Photoshop for color space settings)
           
Row # Greyscale % Photoshop Greyscale % sGrey Value Hex Value Color
Row 1 0.00 100.00 0 #000000  
Row 2 6.67 93.33 17 #111111  
Row 3 13.33 86.67 34 #222222  
Row 4 20.00 80.00 51 #333333  
Row 5 26.67 73.33 68 #444444  
Row 6 33.33 66.67 85 #555555  
Row 7 40.00 60.00 102 #666666  
Row 8 46.67 53.33 119 #777777  
Row 9 53.33 46.67 136 #888888  
Row 10 60.00 40.00 153 #999999  
Row 11 66.67 33.33 170 #AAAAAA  
Row 12 73.33 26.67 187 #BBBBBB  
Row 13 80.00 20.00 204 #CCCCCC  
Row 14 86.67 13.33 221 #DDDDDD  
Row 15 93.33 6.67 238 #EEEEEE  
Row 16 100.00 0.00 255 #FFFFFF  
           
Colors will blend in pairs of two going down the rows.
         
(Ex. Row [1 & 2] can be blended, but row [2 & 3] cannot, and will snap to the nearest colorset row)
         
           
Sub-material information does not blend, and is determined by discrete value that is closer. (Ex. 3% rounds to Row 1, 6% rounds to row 2)
         
           
Photoshop uses Black as "100%" and White as "0%" for some reason, ergo the percentages are reversed for Photoshop.