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 if/when it updates, but for 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. Extra information is added based on research and conversations in modding creation discords, mainly the Textools, Penumbra, and Bibo+ Discords.

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

Please note that all textures making use of an alpha channel for non-transparency should be saved as either .DDS or .TGA when bringing it in/out of an art program. PNG frequently gets mishandled by programs and ends up "eating" the alpha channel or forcing it as transparency, which destroys the data used.

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

For easier editing using this document as a reference in penumbra, Please grab and use Nylfae's Penumbra material development kit. this only works for penumbra, but the data in this document is tool-agnostic and will work regardless of tool used. this kit renames constants and data in penumbra to make them more Human readable, though for clarity, all data names will use both the textools and penumbra kit variants. https://heliosphere.app/mod/bktfny69y57gf4y42bp4tn5z38 

Linked as attachments on this page are some substance painter export and material settings for easier authoring of textures via substance painter, using the shader settings from this page. 
Currently, we have Bacara and SB!(Skateboards)'s templates. Information from the mod's modpage descriptions has been added into the .rar files as readme Text documents. (.rar is a type of zipped folder with better compression. it can be extracted with either WinRar or 7Zip)

As of dawntrail, FF14's shader usage is similar to Unreal Engine 4, but slightly modified and different. It is closest to UE4's ORM and ORS formats, for those familiar with UE4 (Thank you to Bacara)

Please note that Mask textures are incredibly complex and variable. Pay close attention to their parts in the tables. Masks can have their channel usage changed by shader keys, other texture channels, and shader IDs. There is a lot we still don't know about these textures, and any information on them is as of now a WIP. The most variable channel in the mask is the usage of the Blue channel. **

Character Shader:

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 probably 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 compatibility version of this shader).

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

* It is believed from further investigation that the mask map Red channel is actually closer to metallic usage than specular power, however due to the fact that metallicity is also controlled via the colorset values, This chart will continue to mark it as specular power, as it is also what the community has found to work fairly ok. (thank you to Bacara for this information)

Character Legacy Shader:

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 compatibility with old assets that have not been updated by Square Enix. It is Not recommended 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 Shader:

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

Tilemap 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

 

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/Tile 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 method should only be done by Power users who know what they are doing. All other users should instead use the shader ID 10 method listed below for metal on skin.

It has been found that skin can have semitransparency. To utilize this, use the alpha channel on the Diffuse as transparency as normal,  and change the g_alphathreshold in material constants (in penumbra) to another value. So far, Setting this value to 0.5 creates a good effect without culling any backfaces. Keep the value under 1.0 to prevent face culling. DO NOT USE THE ENABLE TRANSPARENCY CHECKBOX IN THE MATERIAL. THIS WILL CAUSE CRASHES. Also ensure that "hide backfaces" is UNCHECKED so you aren't completely seethrough. (Thank you to eggpies on discord for this information)

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.

The default Tile used on the standard/body skin shader is number 63, which produces a wetness effect. This caused us to assume that the alpha on the body skin shader was a wetness mask, but any tile ID number will work with it if changed manually, therefore the alpha channel on the body skin shader is actually a tile mask. That said, changing these tiles is an advanced user feature, and using the alpha as before does not change much in practice unless you plan to manually adjust the tile pattern from wet effect to something else. 

Hair Shader:

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

 

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.

Eye/Iris Shader:

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

 

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 using the Spheremaps which are currently not moddable. All Pre-DT 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. You can reduce or change the existing catchlight (to an existing spheremap tile) using the shader constant listed below, but you cannot make custom catchlights.

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 Shader constants/parameters to change for eyes are: 

7DABA471- g_IrisRingEmissive

0-1 (au ra at 0.8)



58DE06E2-Limbal Color

Red (0-1)

Green (0-1)

Blue (0-1)

074953E9 - Spheremap Tile 

0-60? (default 0)



Constant

Value 1

Value 2

Value 3

7DABA471- g_IrisRingEmissive

0-1 (au ra at 0.8)

 

 

58DE06E2-Limbal Color

Red (0-1)

Green (0-1)

Blue (0-1)

(General) Constant

Value 1

Value 2

Value 3

074953E9 - Spheremap Tile

0-60? (default 0)

 

 

3BA64362-g_Emissive color

Red (0-1)

Green (0-1)

Blue (0-1)

11C90091-g_ White Eyes 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- White Eyes Color. (Listed in table above)

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 Emissive shader constant on by changing the 3 values to not 0. Emissive strength 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

Character Tattoo/Face ETC Shader:

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

 

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.

Stocking Shader:

CharacterStocking.shpk (Stocking/Translucent Cloth)

Texture Data

Normal Texture

Mask Texture

RED

Standard Tangent Space Normal Map

RED

See character shader

GREEN

Standard Tangent Space Normal Map

GREEN

See character shader

BLUE

Opacity* (Skin visibility)

BLUE

See character shader **

ALPHA

Unused

ALPHA

Unused

Diffuse Texture

Specular Texture

RED

See character shader

RED

See character shader

GREEN

See character shader

GREEN

See character shader

BLUE

See character shader

BLUE

See character shader

ALPHA

See character shader

ALPHA

See character shader

Index 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

UV

Decal UV

UV Channel 3

 

 

UV

Skin UV

 


As of 7.1 This shader is being adapted to player gear which allows us to research it more. This shader is nearly identical to the character (gear) shader, with a few exceptions. The main thing is that this shader utilizes UV channel 3 to copy and put skin underneath the "stockings" using only one mesh instead of the double layer mesh technique previously used. This is hardcoded to skin material A however, which means it will always be the symmetrical skin. 

Texture wise, "opacity" on the normal map's blue channel is no longer overall opacity, but determines where and how much skin is shown "underneath". 

Do NOT enable transparency in the material flags for this shader though, as it will crash your game. 

The "nylon" texture and effect used on most gear with this shader is tile material 43, and you can get a nice stocking effect using a negative sheen value. Finally as of current research, sphere maps (like the holographic effect) seem to be disabled for this shader. 

As of Penumbra update 1.5.1.0 (08/26/2025) it is possible to assign the stocking shader to use a modded material (mat B or Bibo) instead of it defaulting to mat A like it is normally hardcoded to do. To do this, you must add the attribute: "skin_suffix=bibo" or "skin_suffix=b" to the appropriate mesh (part) with the stocking shader on it. That mesh must also have it's UV3 correctly set up to match the modded skin's UV mapping. 

(Eye) Occlusion Shader:

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.

Glass 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

Diffuse Texture?

RED

Colorset Pair (0-16)

RED

Standard Color Data

GREEN

Colorset Even/Odd Blending

GREEN

Standard Color Data

BLUE

???

BLUE

Standard Color Data

ALPHA

???

ALPHA

???

Specular Texture?

Flow Texture

RED

Standard Color Data

RED

???

GREEN

Standard Color Data

GREEN

???

BLUE

Standard Color Data

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

 


Transparency Effect

Key : E8DA5B62

Value

Effect

7B804D6E

Dithering Toggle

71A1FBF8

Block Visibility through mesh (?)



According to recent testing, Passthrough visibility is conditional on dithering being active. That is, if the dithering key is not present (alongside the additional data bit value "00 80 00 00" being enabled), the passthrough effect will not do anything, even if the key is toggled on. To fully activate dithering, the shader key must be enabled, AND the bit value in the additional data section of the material editor must be enabled.   (thank you arghblargh for this info)

As with Character Transparency, This shader is highly sensitive to opacity values in the textures, and special care must be taken to ensure that your texture map opacity strength is dialed in correctly, as there is no way to control or edit it with material constants in textools or penumbra. The shader and material constants are extremely important for this shader for your glass quality, as well as the Sphere ID and Tilemap selections. 
Sphere map IDs can use color influence from your specular color (set in the colorset/color table) on this shader, and the tilemap selection can break the spheremap ID visuals up, leading to different results. When planning to use this shader, the meshes must be authored/created specifically for use with these shaders, as any accidental backfaces or face normals pointed in the wrong direction will cause visual artifacts and issues. That said, purposeful use of this can allow for neat effects for items like clear gemstones and glass dishware. (especially those with stacked transparency such as a wine glass with wine inside) (Thank you to Bacara for this information)

For glass, it is possible to manipulate and author specific IOR (Index of Refraction) values to create gems and other more mystical or stylized items. to use and manipulate IOR, you must set a tile map. this is non negotiable and will not work without one. any tilemap will do. Then click back to 0 or set 0% opacity if you need. It MUST be written on/in the material to let you do refraction values. From testing, these values are 10 times the usual strength of the values set in Unreal Engine. (thank you to Bacara for the information and Kthonia for testing)


This shader is still being researched. It mainly functions similarly to the standard Character shader in terms of Texture channels, but uses different constants and math to achieve different effects. There is currently no Automatic ways to convert a pre-DT mod to post DT with glass and have it look good, so using this shader will require manual authoring. 

Character Transparency Shader:

CharacterTransparency.shpk 

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.)

Transparency Effect

Key : E8DA5B62

Value

Effect

7B804D6E

Dithering toggle

71A1FBF8

Passthrough visibility (?)

 - Unknown Effect

Key : 

Value

Effect


Unknown

 


0033C8B5 - Unknown Effect

Key : 0033C8B5

Value

Effect

D1E60FD9

Unknown

93D6C21A

Enable Emissive Color





This is a new shader introduced in 7.2, first seen on the Historia Chokers. It is assumed that it acts similarly to the standard character shader but uses a few additional shader keys for better transparency effects. 

When these shaders are overlaid with certain other effects (like byakko's falling VFX) Character Glass will dither, but Character Transparency will hide completely. This could be a reason to use one shader over the other.

According to recent testing, Passthrough visibility is conditional on dithering being active. that is, if the dithering key is not present (alongside the additional data bit value "00 80 00 00" being enabled), the passthrough effect will not do anything, even if the key is toggled on. To fully activate dithering, the shader key must be enabled, AND the bit value in the additional data section of the material editor must be enabled.   (thank you arghblargh for this info)


As with character glass, This shader is highly sensitive to opacity values in the textures, and special care must be taken to ensure that your texture map opacity strength is dialed in correctly, as there is no way to control or edit it with material constants in textools or penumbra. The shader and material constants are extremely important for this shader for your glass quality, as well as the Sphere ID and Tilemap selections. 
Sphere map IDs can use color influence from your specular color (set in the colorset/color table) on this shader, and the tilemap selection can break the spheremap ID visuals up, leading to different results. When planning to use this shader, the meshes must be authored/created specifically for use with these shaders, as any accidental backfaces or face normals pointed in the wrong direction will cause visual artifacts and issues. That said, purposeful use of this can allow for neat effects for items like clear gemstones and glass dishware. (especially those with stacked transparency such as a wine glass with wine inside) (Thank you to Bacara for this information)

This shader makes use of "field 6" in penumbra (the textools name for this will be added later)

This shader for the most part uses all the same Texture channels as the Character shader. 

Ink Shader:

CharacterInc.shpk

Texture Data

Normal Texture

--

RED

???

RED

???

GREEN

???

GREEN

???

BLUE

???

BLUE

???

ALPHA

???

ALPHA

???

--

Mask/Multi Texture

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


So far, we know that this shader does not seem to utilize vertex color for anything special, and seems to utilize a mask map for the special effects. (Thank you to Ulli for this information) This shader is currently being researched by Bacara. It is assumed that textools will have an issue editing/reading and saving this shader. It is currently (as of 05/30/2025) only used for pictomancer VFX and the Sugar Riot raid boss. It is assumed that this shader will be good for latex, as well as the intended use case of fluids/liquids/slime/gummy materials. 

This shader has been in the game since 7.0, but was first used on non-VFX in 7.2. We do not have any information on this shader and will be updating this portion when more information is found.

Character Scroll(ing) Shader:

CharacterScroll.shpk (Scrolling 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

Unknown_o (emissive scrolling 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

Opacity *

Specular Texture

Index Texture

RED

Standard Color Data

RED

Colorset Pair (0-16)

GREEN

Standard Color Data

GREEN

Colorset Even/Odd Blending

BLUE

Standard Color Data

BLUE

Unused

ALPHA

???

ALPHA

Unused

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

Uv channel for scrolling texture

This is a version of the character shader that uses the second UV channel to allow for an emissive texture to animate across the mesh using UV2. The speed and axis can be changed. UV2 must be a straight and flat run along one axis with everything oriented in the same direction. 

(technically you only need to do what on the UV2 you need and what's linked UV and mesh wise to collaborate with your UV1's ID map for what you want to be scrolling, but for clarity's sake, try to keep it straight. for further clarification, please contact @Bacara on discord)

If you are using this shader on a skintight clothing mesh, or a mesh that is otherwise on top of another, make sure to offset the scrolling mesh by 0.03 to avoid LOD and Zfighting errors. 

The easiest way to author with this shader is to use Bacara's mjolnir mod as a preset, or use the NPC gear E9242 as a material preset. this will give the texture path to something with Unknown_o, which is your scrolling emissive. When authoring this scrolling texture, you want it to be a tileable or seamless texture so it is not obvious when the pattern repeats. 

The shader key for this shader to also enable opacity is

Opacity

Key : F886E10E

Value

Effect

9A8A46F5

Enable Opacity



Colorset Setting

Value

Notes

Sphere Map Opacity

Whatever

It doesn't matter if you use a sphere map ID here, this value can even be negative.

Effect unknown A (Field 27 Penumbra) Scrool constant controller

1 or 2

Do not set above 2

Emissive Color

Whatever

More Vibrancy will make it brighter

Important Colorset constants to know when authoring-

Name

Colorset A Constants

Colorset B Constants

Extra Info

Translate X Speed

0x738A241C

0xE8C5CBFF

These can go positive or negative, It is recommended to edit this constant with decimals by the hundredths

Translate Y Speed

0x71CC9A45

0xEA8375A6

These can go positive or negative, It is recommended to edit this constant with decimals by the hundredths

Tiling X

0x43345395

0xD87BBC76

Default around 1 to 10. You can go negative.

Tiling Y

0x4172EDCC

0xDA3D022F

Default around 1 to 10. You can go negative.

This shader's information was adapted entirely from Bacara. If you would like a more tutorial style explanation of how to use this shader with some examples, please check out their guide: https://docs.google.com/document/d/1Z_ao7r2hREzQBW1_5uXJF_2g-9ePB-MItj42CGyp6qQ/edit?tab=t.0#heading=h.echx7hlozmu 

Furniture Shader:

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.

Dyeable Furniture Shader:

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.

Scrolling Furniture Shader:

BgUvScroll.shpk (Scrolling 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 A

Diffuse Texture B

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

 

--

--

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

???

Notes courtesy of Vincent on discord:

Keys:

9A696A17 - Velocity of the scroll. Positive values are left & up direction. Parameter 1 & 2 are Diffuse A's X & Y scroll respectively, and 3 & 4 are the same for Diffuse B.
Emissive, Diffuse, etc. - Affects these values on Diffuse A (the overlay layer.)
MultiEmissive, MultiDiffuse, etc. - Affects these values on Diffuse B (the base photo layer.)
BFE9D12D - A master emissive multiplier. Setting this to 0 turns off the lights on the whole thing.

The apparent 50% opacity on the Diffuse A overlay seems to be hard-coded. None of the other constants seemed to do anything at all. 
Changing the alpha threshold parameter or alpha of the images had no effect.

This shader is used on the Phasmascapes. 

We are assuming that this shader works the same as the non-dyeable furniture shader, with the addition of a second diffuse and scrolling parameters. 


Additional Data Values Table

Additional Data bit Value

Function

Relevant Shader

Bit Interactions

Other Notes

00 80 00 00

Enable Dithering

Glass, Transparency. Character, CharacterScroll

 

Glass often has this enabled and shadows disabled. Assumed that this also affects transparency in character shader.

00 40 00 00

Disable Shadows

Global (?) Glass, Transparency, Character

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Currently, we believe that all values in this table are Global, or work on all shaders, but as this has not yet been fully confirmed, I will continue listing the confirmed shaders that these data values work on.

Shader/Colorset Values Penumbra name Vs textools name. 

Penumbra Name/Value

Textools Name/Value

Field #3

Diffuse unknown

Field #7

Specular Unknown

Field #11

Emissive Unknown

Field #17

PBR Unknown

Field #20

Effect Unknown R

Field #22

Effect Unknown B

Field #23

Effect Unknown A

When swapping the Character shader from Legacy to Standard Fields 3 and 11 Should be manually set to 1 and Field 7 should be set to 0. This table should help if you are doing this in textools instead of penumbra. 

Shader ID Nonstandard values Chart
Shaderpack ID # Effect Notes
Skin.shpk 10 Metalness/World Reflection Swaps SSS/Parallax for Metalness
Character.shpk/Hair.shpk(?) 4 Fur/Parallax (Strong) AO And parallax can be run on same texture if on different colorset rows
Character.shpk/Hair.shpk(?) 5 Fur/Parallax (Medium) AO And parallax can be run on same texture if on different colorset rows
Character.shpk/Hair.shpk(?) 6 Fur/Parallax (Soft) AO And parallax can be run on same texture if on different colorset rows
Character.shpk/Hair.shpk(?) 10 Wet look/ Specular change
Hair.shpk 2 Ignore self-cast shadows Specifically when shader key-tattoo is enabled (?)

These are shader IDs that are not commonly used, but can change the usage of certain channels in the Mask texture. We still don't know a lot about these, as more research needs to be done. Thank you to Bacara for for observations on the Character shader's IDs. Char shader ID 5 was first noticed in gear on the 2026 valentine's beret. Char shader IDs 4-6 use parallax in the same way that the Hrothgar skin shader do (Mask blue channel).
This table is still a WIP, and some ID and item combinations may be incompatible. More research is being done to determine the causes.  

As of current research, Character.shpk has a total of 19 valid shader IDs (0-18). not all are known though. Shader IDs appear to be consistent across most shaders Except skin, but this has not been fully verified. 
On gear, it is possible to call shader IDs per row. As an example, this means you could use ID 0 (default) on row 1-13, ID 5 on row 14, ID 10 on row 15, and ID 2 on row 16. If you wish to make use of this on gear, be sure to author your ID map accordingly. 

For non-skin Shader IDs 4-6, when set, the entire model ignores self-cast shadows in favor of a fluffy parallax effect. 

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 should 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
atr_bak not-bangs 
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. 

Colorpick ID values chart FIXED.png

Here is a chart that can be colorpicked from with the corresponding values from the above chart. 

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 Fully 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 43 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 Legacy shader templates #510-522. It is not possible to dye the emissive or spec on Dawntrail shaders. When using the DT shaders, the emissive and specular will always default to the colors chosen by the stain template when dyed

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.

For easy conversion between legacy shader and DT shader's dye templates, just select the same number but with a 1 in front of it (or remove the 1). For example, dye template 1550 is the same as legacy dye template 550 (forced gold).

As a visual aid, here are examples from penumbra's dye template GUI of the Legacy and DT shaders. Both shaders are shown with the dye preview for Rose Pink for standard dyes, and Metallic Purple for the metallic dyes.

Dye Templates-Staining templates Visual.png


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, so please use the face bones specific list for all DT updated heads. The First three tables are a list of Vanilla bones. 

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 (Vanilla)
Bone Name English Equivalent Notes
n_root Root (base bone) This is in the same spot as the character's hitbox (for players)
n_hara Center Of Mass/Belly  
n_throw ??? Attached to n_hara
j_kao Head/Face  
j_sebo_<a-c> Spine/Cervical  
j_ude_<a-b>_<l/r> Arm  
n_hhiji_<l/r> Elbow  
n_hte_<l/r> Wrist  
j_te_<l/r> Hand  
j_mune_<l/r> Breast CC Females only
j_kosi Hip/Lower Back/Waist 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/Clavicle  
n_hkata_l Shoulder  
j_kubi Neck  
j_ago (Pre-DT) Chin/Jaw  
j_kami_<a-b> Hair (Ponytail) Not all hairs will have this bone, some may be using _ex bones
j_kami_f_<l/r> Bangs Not all hairs will have this bone, some may be using _ex bones
j_mimi_<l/r> Ears Only races with animated ears or slider ears (not viera) (can be added to others via skeleton mods)
j_zera_<a-b>_<l/r> Viera ears (type A) Viera specific ears. A is the base, B is the tip
j_zerb_<a-b>_<l/r> Viera ears (type B) Viera specific ears. A is the base, B is the tip
j_zerc_<a-b>_<l/r> Viera ears (type C) Viera specific ears. A is the base, B is the tip
j_zerd_<a-b>_<l/r> Viera ears (type D) Viera specific ears. A is the base, B is the tip
n_sippo_<a-e> Tail
Midlander M and Tail Races M/F Only (Miqo/Au Ra/Hroth)
 (can be added to others via skeleton mods)
n_ear_<a-b>_<l/r> Earring Bones A is attachment point, B is hanging part
     
n_kataarmor_<l/r> Shoulder Pad (Gear Specific)
n_hizasoubi_<l/r> Knee Pad (Gear Specific)
n_hijisoubi_<l/r> Elbow Pad (Gear Specific)
     
j_buki_kosi_<l/r> Sheathed Weapon(Hip) (Gear Specific)
j_buki2_kosi_<l/r> Sheathed Weapon(Hip2) (Gear Specific)
j_buki_sebo_<l/r> Sheathed Weapon(Back) (Gear Specific)
n_buki_<l/r> Drawn Weapon/Handheld Item Located in center of hand
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. 

Some bones are labeled GPOSE ONLY 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 Name/Category English Equivalent Notes
Mouth
(Lips has 20 Bones as of Dawntrail)
j_f_umlip_<01-02>_<l/r> Upper Outer Lip (not corners) 01 is the lipline set, 02 is the opening set
j_f_ulip_<01-02>_<l/r> Upper Center Lip 01 is the lipline set, 02 is the opening set
j_f_uslip_<l/r> Upper Lip Corners
j_f_dmlip_<01-02>_<l/r> Lower Outer Lip (not corners) 01 is the lipline set, 02 is the opening set
j_f_dlip_<01-02>_<l/r> Lower Center Lip 01 is the lipline set, 02 is the opening set
j_f_dslip_<l/r> Lower Lip Corners



j_f_bero_<01-03> Tounge Parented to Jaw (F_ago)
j_f_ago (DT) Jaw
j_f_dago (DT) Lower Jaw/ Chin
j_f_hagukiup Upper Teeth
j_f_hagukidn Lower Teeth
j_f_hige_<l/r> Whiskers  Hrothgar Only



Eye Area

j_f_mabup_01_<l/r> Upper Center Eyelid I don't know why they're numbered AND labeled
j_f_mabup_02out_<l/r> Upper Outer corner Eyelid I don't know why they're numbered AND labeled
j_f_mabup_03in_<l/r> Upper Inner corner Eyelid I don't know why they're numbered AND labeled
j_f_mabdn_01_<l/r> Lower Center Eyelid I don't know why they're numbered AND labeled
j_f_mabdn_02out_<l/r> Lower Outer corner Eyelid I don't know why they're numbered AND labeled
j_f_mabdn_03in_<l/r> Lower Inner corner Eyelid I don't know why they're numbered AND labeled



j_f_mayu_<l/r> Outer Eyebrow
j_f_mmayu_<l/r> Inner Eyebrow
j_f_miken_<01-02>_<l/r> Brow Ridge 02 is the innermost one



j_f_eye_<l/r> Eyeball Cannot be scaled (linked by default in Anam)
j_f_mab_<l/r> Eye Socket
j_f_eyepuru_<l/r> Eyeball 2 Can be scaled (not linked by default in Anam) (gpose only?)
j_f_irisprm_<l/r> Iris (2) GPOSE SCALE ONLY values >1 Contract the Iris, <1 Enlarges the iris
j_f_eyeprm_01_<l/r> Iris (3) GPOSE SCALE ONLY values >1 Enlarge the Iris, <1 Contracts the iris
Nose

j_f_uhana Nose Bridge
j_f_hana_<l/r> Nostril
j_f_dmiken_<l/r> Glabella  This is the part of the nose ridge directly between your eyes
Cheeks

j_f_hoho_<l/r> Cheek (main) This is where your cheekbone is/where you would put blush
j_f_dhoho_<l/r> Outer Cheek This is closer to your ear
j_f_shoho_<l/r> Middle Cheek Under your cheekbone, closer to your lips
j_f_dmemoto_<l/r> Inner Cheek Almost in-line with your nose bridge. where the cheek meets your eyebags
Other Vanilla bones

This is a table of other VANILLA (unmodded) bones that didn't neatly fit in any other category. This also includes bones in Anamnesis' bone list that do not appear on DT updated heads, and are assumed to be Pre-DT fave bones. these bones will be marked. 

As a note, there are Many more bones than here, but most of the bones not listed are _ex bones, these are "extra" bones that are not always present. EX bones are generally only seen on hair, but in rare occasions may be present on gear. Gear EX bones will be listed WITH THE EXCEPTION of the longer wedding veil's EX bones because there are TOO MANY. These bones are also only present on the longer version of the wedding veil which is normally only active when inside the sanctum of eternal bonding. 

This chart will not list the sage or reaper scythe bones, as there are multiple sets per weapon type, and it's too much work for me to check all of them manually. Sorry.

The EX section of this chart IS incomplete, and likely always will be. This chart will not include Hair or Weapon EX bones, as there are too many, and they are being added too often. 

Bone Name/Category English Equivalent Notes
Non-EX hair

j_kami_<a-b> Hair (back) Most hairs longer than a bob will use these, but not always. 
j_kami_f_<l/r> Hair front (bangs) Most hairs with bangs/front fringe will use these, but not always. 
Non-DT/Other Face

j_f_dmab_<l/r> Eyelid Lower Could not find on DT Player Head
j_f_hana Nose Could not find on DT Player Head
j_f_lip_<l/r> Lips Could not find on DT Player Head
j_f_uago Upper lip A Could not find on DT Player Head
j_f_ulip Upper Lip B Could not find on DT Player Head
n_f_lip_<l/r> Lips Could not find on DT Player Head
n_f_ulip_<l/r> Upper Lips Could not find on DT Player Head
j_f_dlip Lower Lips Could not find on DT Player Head
j_f_memoto (nose) Bridge Could not find on DT Player Head
j_f_miken_<l/r> Brow Could not find on DT Player Head
j_f_umab_<l/r> Upper Eyelid Could not find on DT Player Head
j_f_face Face Could not find on DT Player Head
Gear-Specific Other (incl. Gear EX)

mh_n_hara Main Hand
oh_n_hara Offhand
mh_n_root Mainhand Root
oh_n_root Offhand Root
j_ex_met_va Visor (A)
j_ex_met_vb Visor (B)
j_ex_top_<a-d> Phoenix Riser Top Tails C and D are parented and A and B are parented
j_ex_top_<a-b>_<l/r> (Kimono) Sleeve Bones Far eastern schoolgirl's Hakama and Yotsuyu's Kimono
j_ex_met_<a-b> Slime Jiggle King Slime Crown
Modded Bones

This is a list of bones that ARE NOT PRESENT in vanilla skeletons. These bones will ONLY exist if you have the accompanying extra skeleton mod, and have it set up properly AND a mesh rigged to these bones. Most of these bones were created for the purposes of NSFW animations or physics, rather than posing or scaling. That said, with some work, they can be used for those purposes. All IVCS1 bones are included In Other newer body skeletons such as IVCS2, YAS, and Skelomae for the sake of compatability. For other compatability questions between newer skeletons, Please check your preferred skeleton's documentation. 

Because of the nature of modded skeletons, and the fact that these are not only capable of changing at any time; but also can be added to by anyone. This WILL NOT be a complete list. This list will only contain the basic bones used by most body mods. THERE WILL BE BONES AND SKELETON MODS MISSING FROM THIS LIST. THAT IS INEVITABLE. 
This will NOT include any "exotic" bones or modded bones made for one specific gear/face/whatever mod, as it's again, more effort than it's worth for me alone to keep up with. 

Bone Name/Category English Equivalent Skeleton Notes
Genitals


iv_ochinko_<a-f> Penis Shaft IVCS 1 Yes, there are really 6 of them. Erect Penises only.
iv_kougan_<l/r> Scrotum/Balls IVCS1
iv_omanko Vagina IVCS1
iv_inshin_<l/r> Labia IVCS1 If you don't know what this is, please google it
iv_kurrito Clitoris IVCS1 It's easy to find now!
iv_koumon Anus/Butthole IVCS1 The actual hole
iv_koumon_<l/r> Anus/Butthole B IVCS1 To like. Open it/stretch it.
Main body Body parts


iv_nitoukin_<l/r> Biceps IVCS1 For muscles/flexing
iv_c_mune_<l/r> Breast B IVCS1 For breast animation/physics and CC male models
iv_shiri_<l/r> Buttcheeks IVCS1
iv_fukubu_phys (Upper) Belly IVCS2 was made for physics but can be scaled
ya_fukubu_phys (Lower) Belly YAS was made for physics but can be scaled
iv_daitai_phys_<l/r> (Back) Thigh IVCS2 was made for physics but can be scaled
ya_daitai_phys_<l/r> (Front) Thigh YAS was made for physics but can be scaled
ya_shiri_phys_<l/r> Lower Buttcheeks YAS You could scale this but it's mainly only for physics
Hands


iv_hito_c_<l/r> Index/Pointer (Finger) IVCS1
iv_naka_c_<l/r> Middle (Finger) IVCS1
iv_kusu_c_<l/r> Ring (Finger) IVCS1
iv_ko_c_<l/r> Pinky (Finger) IVCS1
Feet


iv_asi_oya_<a-b>_<l/r> Big Toe IVCS1
iv_asi_hito_<a-b>_<l/r> Index Toe IVCS1
iv_asi_naka_<a-b>_<l/r> Middle Toe IVCS1
iv_asi_kusu_<a-b>_<l/r> Fore Toe IVCS1
iv_asi_ko_<a-b>_<l/r> Pinky Toe IVCS1

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 (Middie F)- 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.

All races have racial scaling applied to them, these values are accurate for Middie F, but some races such as viera/roe and Au Ra may have slightly different values due to thier racial scaling. This chart is meant as a rough guide.

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.