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 (original gsheet: https://tinyurl.com/SelTTRefDoc ). 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. As a note, When both Skin influence and Hair influence are set, Skin influence wins out.  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. When Shader ID is set to 10 (default value is 1) this activates "proper" metal on skin, and changes the Mask blue from Subsurface/Fur parallax to Metalness. When authoring with this shader ID for metalness, all skin/non metal must be PURE BLACK in the blue channel (causing it to look yellow in RGB mode). The closer the value is to white, the more metalness it has. The Green roughness channel must also be given special consideration. values closer to black cause the metal to be more shiny/polished looking, but due to how 14 has implemented this, it will also pick up more color from the skybox/environment lighting, to the point where it will change the color of the metal entirely if the roughness value is too low. To avoid skybox discoloration but keep the metal looking shiny, it is recommended to keep the value closer to a midtone grey. The skybox tinting effect with low roughness is more pronounced and visible on any metallic bits facing up towards the sky, so anything on the chest, or if the arms are bent at a 90 degree angle (such as folded at the chest). 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. 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.  Crystal Shader: Crystal.shpk (Crystaline Furniture Shader) Texture Data Normal Texture Mask/Specular Texture RED Standard Tangent Space Normal Map RED Specular Mask A? GREEN Standard Tangent Space Normal Map GREEN Roughness? BLUE ??? BLUE ??? ALPHA ??? ALPHA ??? Diffuse Texture -- RED Standard Color Data RED   GREEN Standard Color Data GREEN   BLUE Standard Color Data BLUE   ALPHA Unused ALPHA   -- Environment Map Texture RED   RED Standard Color Data GREEN   GREEN Standard Color Data BLUE   BLUE Standard Color Data ALPHA   ALPHA Unused? 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 Eggpies and FishEverlasting on discord.  This shader is assumed to be a variant of the BG shader but adds an environment map texture from the game's pre-existing environment maps. At time of writing (08/08/2026) This shader is only used on the "Corvosi Crystal" Furniture item.  Currently this shader cannot be put on gear as it will crash the game, similar to the BG item shader. It is theorized that using a specific shader key may make it possible to be used on gear without crashing, but this has not been researched at this time. We do not currently fully understand this shader; similar to all of the other furniture shaders, as it has not been well researched.  This shader is not fully understood. If you have any new information or research about this shader, please leave a comment on this document or post it in the textools discord so the main maintainer of this page can see the information to document it.  Reflection Shader CharacterReflection.shpk (Reflection 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 Mask (0.000) 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 Unused (?) RED Unused (?) GREEN Unused (?) GREEN Unused (?) BLUE Unused (?) BLUE Unused (?) ALPHA Unused (?) ALPHA Unused (?) UV Channel 1 UV Channel 2 UV Normal UV Channel UV Unused (?) This shader is currently only used on enemies and no player gear (09/16/2026). Unlike most shaders, this one is based on the Iris shader, not the standard Character shader. However it is missing MANY parameters the iris has (any eye-specific parameters) and does contain some differences as follows:  * While this shader does make use of Diffuse maps, it actually lives in the catchlight spot under the sampler "g_SamplerCatchlight" (`0xFEA0F3D2`). Texture naming is inconsistent across the set — some use "_d/_s/_n", others "_base/_mask`/_norm" — so the sampler ID is the only reliable way to identify the color map, not the filename suffix. "_d/_s/_n" likely referrs to "Diffuse/Specular/Normal". This chart will continue to call this "Diffuse" for the sake of human understanding, but please be aware there is not diffuse sampler key, only catchlight which takes it's place.  Dropped shader constants: 0x11C90091 | g_WhiteEyeColor (sclera)  0x66C93D3E | g_IrisThickness  0x7DABA471 | g_IrisRingEmissiveIntensity (Au Ra limbal ring)  0x074953E9 | spheremap tile — the catchlight selector  0x29253809 | g_ShaderID  0x2C2A34DD | g_DiffuseColor  These shader constants are unused/do not natively exist in this shader and therefore trying to set or assign a value to them will either not work or crash your game.  Added Shader Constants Not in Iris Value Human Name Effect 0xD925FF32 g_ShadowAlphaThreshold 0x15B70E35   0x6421DD30 Constants kept from Iris Value Effect g_AlphaThreshold g_EmissiveColor Glow color in decimal R,G,B g_ShaderID (0x59BDA0B1) g_SSAOMask g_NormalScale the scale of the normal map g_ShadowPosOffset g_TextureMipBias g_TextureMipBias Sheen Constant 1 Sheen Constant 2 Sheen Constant 3 g_IrisAPrefersRg Limbal Color Unnamed Models using this shader path = m/d####b/e####_v## Name Model # Variant b(e) Number (b/e####) Dark Water Kobold d1003 v3 e0005 rock made of space m0072 v1 b0002 Orb m0087 v11 b0001 Perifool Tears m0088 v1 b0008 Daidorobotchi m0311 v1, v2 b0004 Ozma 1 m0328 v1, v2 b0001 Ozma 2 m0391 v1-v3 b0001 Demi-Ozma m0536 v1 b0001 Watery mudkin m0336 v2 b0002 Water Susanoo m0429 v1 b0001 Liquid Humanoid Omega m0516 v1 b0001 Lumpy space puddle m0548 v1 b0001 Rukshs Deem Water Hand m0647 v1 b0001 Ea m0706 v1-3 b0001 Athena (space orb) m0829 v1 b0001 Athena p12S (space orb) m0835 v1 b0001 Zeromus (space eyeballs) m0851 v1 b0001 Other notes on this shader: Shader keys: Iris has exactly one (0x63030C80, single value 0xEFDEA8F6). CharacterReflection has none at all — which is why both your materials carry zero keys. That's not an authoring omission, the pack has nothing to set. Therefore Reflective is just Iris with eye specific parts removed and shadow control added. it keeps limbal color and g_IrisAPrefersRg while dropping g_WhiteEyeColor, g_IrisThickness and the ring emissive.  the Diffuse color (0x2C2A34DD) parameter is not in this shaderpack. As such textools' renderer will end up acting as if it is the pure white default.  This shader also has colorset errors, It cannot load the material into the colorset editor (in textools). The colorset for this shader is smaller than the default editor's layout and therefore anything past row 8 will overrun. As of investigation the only instances of this shader with a fullsize colorset are demihuman d1003 e0005 variant 3 (a watery shadow kobold), m0336b0002 Variant 2 (a watery mud slime).  mask.Green is 0.349 on Water Susanoo, so the specular was being cut to about a third. Now specular is EyeSpecular × reflectionColor — 0.2 grey times the 0xCB0338DC constant, which Water Susanoo doesn't set so it defaults to white. That's roughly a 3× stronger sheen, hence lighter and sheenier. So far none of the uses of this shader has a g_sampleIndex; IE a parameter/key for an Index map. Without an Index (ID) map there is no way to select and assign colorset rows; so nothing can read those 16 rows. Every Character Shader-Family material that has been investigated that uses a colorset has an ID map.  This shader is generally located on the _a material, but the Perifool tears, the Ea, and both boss forms of Athena uses it on _b. Zeromus Uses it on _c, and Liquid Humanoid Omega uses it on all four of it's materials. Several models use it across multiple Variants, and Orb (m0087) Uses it on Variant 11 ONLY, which proves this shader is variant-specific.  The mask texture is a flat color block, not a per-pixel image. Red and green appear to have normal usage but blue is always 0 (full black). All channels in the data have "std=0" on them, but at this time this may not be relevant for an authoring user. The normal map on this material is Optional. Some monsters have a flat-color map and some have a real normal map. That said, the color map is what determines the entire look of the object with this material. Normal map is always 1.0 (pure white) on the blue channel which is consistent with iris where normal map blue is unused instead of as opacity like most shaders.  g_shaderID is only currently ever set to a value of 0 or 1. any other shaderIDs may not work on this shader. test at your own risk.  This shader is pretty consistently used on the Ozmas, any non-background asset that depicts water or waterlike substances (tears) and freefloating space/galaxy Goop.  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 (Exposure Value) Emissive Unknown Field #17 PBR Unknown Field #20 Effect Unknown R Field #22 Effect Unknown B Field #23 Effect Unknown A Pre Penumbra 1.7 (09/10/2026) and in Textools, 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. Post penumbra 1.7 field 11/ Exposure value should be set to 0 In penumbra 1.7 Exposure value (field 11) notes follow the formula "x2 field 11 = + 0.5 Exposure value, x4 field 11 = +1 exposure value" (courtesy of the penumbra discord) For specified conversions, the chart is as follows. If field 11 was 0, exposure value should be ∞ (drag all the way left) if field 11 was 0.25, exposure value should be -1 if field 11 was 0.5, exposure value should be -0.5 if field 11 was 1, exposure value should be 0 if field 11 was 2, exposure value should be 0.5 if field 11 was 4, exposure value should be 1 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 Hair.shpk(?) 10 Wet look/ Specular change Character.shpk 0, 7, 10, 12, 17+ Mask Blue is Ambient Occlusion 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). Thank you to CosmicMeow for info on Char shader IDs that use Mask blue as AO 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.  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.  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: (#)#00- dyes "default" (#)#01- dyes "darker" (#)#02- dyes "lighter" (#)#2#- dyes black ((1)220, (1)420, (1)221, (1)421) Dyed gloss values increase as you go up the 100s bracket from ~1 to ~24 Special templates other than black are: Silver- (1)540 Gold-(1)550 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. 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. 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 are multiple bones in sequence, such as sebo (spine) bones. Bones with are left and right bones such as leg bones. bones with 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_ Spine/Cervical   j_ude__ Arm   n_hhiji_ Elbow   n_hte_ Wrist   j_te_ Hand   j_mune_ Breast CC Females only j_kosi Hip/Lower Back/Waist Feet bones are bones d/e j_asi__ Leg 6 Bones in total per level j_sk___ Skirt   j_sako_ Collar/Clavicle   n_hkata_l Shoulder   j_kubi Neck   j_ago (Pre-DT) Chin/Jaw   j_kami_ Hair (Ponytail) Not all hairs will have this bone, some may be using _ex bones j_kami_f_ Bangs Not all hairs will have this bone, some may be using _ex bones j_mimi_ Ears Only races with animated ears or slider ears (not viera) (can be added to others via skeleton mods) j_zera__ Viera ears (type A) Viera specific ears. A is the base, B is the tip j_zerb__ Viera ears (type B) Viera specific ears. A is the base, B is the tip j_zerc__ Viera ears (type C) Viera specific ears. A is the base, B is the tip j_zerd__ Viera ears (type D) Viera specific ears. A is the base, B is the tip n_sippo_ Tail Midlander M and Tail Races M/F Only (Miqo/Au Ra/Hroth)  (can be added to others via skeleton mods) n_ear__ Earring Bones A is attachment point, B is hanging part       n_kataarmor_ Shoulder Pad (Gear Specific) n_hizasoubi_ Knee Pad (Gear Specific) n_hijisoubi_ Elbow Pad (Gear Specific)       j_buki_kosi_ Sheathed Weapon(Hip) (Gear Specific) j_buki2_kosi_ Sheathed Weapon(Hip2) (Gear Specific) j_buki_sebo_ Sheathed Weapon(Back) (Gear Specific) n_buki_ Drawn Weapon/Handheld Item Located in center of hand n_buki_tate_ Drawn Shield       j_oya__ Thumb   j_hito__ Index Finger   j_naka__ Middle Finger   j_kusu__ Ring Finger   j_ko__ 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>_ Upper Outer Lip (not corners) 01 is the lipline set, 02 is the opening set j_f_ulip_<01-02>_ Upper Center Lip 01 is the lipline set, 02 is the opening set j_f_uslip_ Upper Lip Corners j_f_dmlip_<01-02>_ Lower Outer Lip (not corners) 01 is the lipline set, 02 is the opening set j_f_dlip_<01-02>_ Lower Center Lip 01 is the lipline set, 02 is the opening set j_f_dslip_ 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_ Whiskers  Hrothgar Only Eye Area j_f_mabup_01_ Upper Center Eyelid I don't know why they're numbered AND labeled j_f_mabup_02out_ Upper Outer corner Eyelid I don't know why they're numbered AND labeled j_f_mabup_03in_ Upper Inner corner Eyelid I don't know why they're numbered AND labeled j_f_mabdn_01_ Lower Center Eyelid I don't know why they're numbered AND labeled j_f_mabdn_02out_ Lower Outer corner Eyelid I don't know why they're numbered AND labeled j_f_mabdn_03in_ Lower Inner corner Eyelid I don't know why they're numbered AND labeled j_f_mayu_ Outer Eyebrow j_f_mmayu_ Inner Eyebrow j_f_miken_<01-02>_ Brow Ridge 02 is the innermost one j_f_eye_ Eyeball Cannot be scaled (linked by default in Anam) j_f_mab_ Eye Socket j_f_eyepuru_ Eyeball 2 Can be scaled (not linked by default in Anam) (gpose only?) j_f_irisprm_ Iris (2) GPOSE SCALE ONLY values >1 Contract the Iris, <1 Enlarges the iris j_f_eyeprm_01_ Iris (3) GPOSE SCALE ONLY values >1 Enlarge the Iris, <1 Contracts the iris Nose j_f_uhana Nose Bridge j_f_hana_ Nostril j_f_dmiken_ Glabella  This is the part of the nose ridge directly between your eyes Cheeks j_f_hoho_ Cheek (main) This is where your cheekbone is/where you would put blush j_f_dhoho_ Outer Cheek This is closer to your ear j_f_shoho_ Middle Cheek Under your cheekbone, closer to your lips j_f_dmemoto_ 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_ Hair (back) Most hairs longer than a bob will use these, but not always.  j_kami_f_ Hair front (bangs) Most hairs with bangs/front fringe will use these, but not always.  Non-DT/Other Face j_f_dmab_ Eyelid Lower Could not find on DT Player Head j_f_hana Nose Could not find on DT Player Head j_f_lip_ 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_ Lips Could not find on DT Player Head n_f_ulip_ 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_ Brow Could not find on DT Player Head j_f_umab_ 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_ Phoenix Riser Top Tails C and D are parented and A and B are parented j_ex_top__ (Kimono) Sleeve Bones Far eastern schoolgirl's Hakama and Yotsuyu's Kimono j_ex_met_ 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_ Penis Shaft IVCS 1 Yes, there are really 6 of them. Erect Penises only. iv_kougan_ Scrotum/Balls IVCS1 iv_omanko Vagina IVCS1 iv_inshin_ 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_ Anus/Butthole B IVCS1 To like. Open it/stretch it. Main body Body parts iv_nitoukin_ Biceps IVCS1 For muscles/flexing iv_c_mune_ Breast B IVCS1 For breast animation/physics and CC male models iv_shiri_ 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_ (Back) Thigh IVCS2 was made for physics but can be scaled ya_daitai_phys_ (Front) Thigh YAS was made for physics but can be scaled ya_shiri_phys_ Lower Buttcheeks YAS You could scale this but it's mainly only for physics Hands iv_hito_c_ Index/Pointer (Finger) IVCS1 iv_naka_c_ Middle (Finger) IVCS1 iv_kusu_c_ Ring (Finger) IVCS1 iv_ko_c_ Pinky (Finger) IVCS1 Feet iv_asi_oya__ Big Toe IVCS1 iv_asi_hito__ Index Toe IVCS1 iv_asi_naka__ Middle Toe IVCS1 iv_asi_kusu__ Fore Toe IVCS1 iv_asi_ko__ 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 X  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.         "NPC" Model Compendium In FFXIV, NPCs (friendly, enemies, humanoid, and non-humanoid) are often spawned as BNPC or ENPCs. Both of these configurations have a property called "ModelChara" which assigns a model path and set configurations. The following compendium is an effort to define what each of those ModelChara or "Models" are, both for the purposes of spawning actors as well as finding the model paths of entities. Compendium Due to the nature of the data, the compendium is currently hosted in a google sheet: https://docs.google.com/spreadsheets/d/1F5vZIEuGTddHeR3flhsQKc_Skju05K_Ezs2-YjyBco0/edit?usp=sharing Editing is restricted to protect the information, but commenting is enabled in an effort to help source information. Each patch more IDs are added. Author's Note: I'm currently trying to find a better alternative to the spreadsheet that is both human readable and allows for contributors to edit. If you have any suggestions please feel free to contact me via the information provided on the sheet! What are BNPC and ENPCs? BNPCs are (generally) battle NPCs - these are NPCs that can be engaged in battle, whether as allies, enemies, or interactable objects. ENPCs use the event subsystem, and essentially account for all other instances of NPCs. The main difference between them are the properties that are set. Why don't we know model names from the files? There are two parts to this problem: For BNpcs, the name ID is separated from the base ID ('BNpcBase' and 'BNpcName'). This allows multiple instances of BNpcs to use different names, or for the same name to be used across multiple BNpcs. However, the link between BNpcs and their name IDs is done server side, not client side - meaning it can't be looked up through the games files. Instead plugins like Tracky use packet information from the server to tie BNpc Ids with their names. For ENpcs, their names have a direct 1 to 1 match to their ID ('ENpcBase' and 'ENpcResident'). However, many times ENpcs do not have an assigned name - this is especially true for NPCs that show up in cutscenes.