Advanced Masks Bundle

Tachyon Studio in Materials and Shading


DOCUMENTATION

Advanced Masks Bundle

Advanced Vertex Paint Pro + RGB Mask Master · Blender 3.3 – 5.2

Two add-ons that make the masks a game asset needs, in Blender. Advanced Vertex Paint Pro puts masks in vertex color: fill, alpha and remove across many meshes at once, multi-mesh painting, gradients, Photoshop-style layers and procedural occlusion, curvature, texture and light. RGB Mask Master bakes Painter-style RGB masks into a texture: AO and curvature from the low poly, a red, green and blue layer stack, hand painting, the mask straight onto your materials, and a round trip to Substance 3D Painter.

They appear in Blender's add-on list as Advanced Vertex Color Pro and Tachyon RGB Mask Master. Each is standalone, and they work side by side on the same asset.

Contents:  Advanced Vertex Paint Pro 1.0.0 and RGB Mask Master 1.0.1 — two zips

Blender:  3.3 – 5.2, one package per add-on — a modern extension on 4.2+, a classic add-on on 3.3 – 4.1

Platform:  Windows, macOS or Linux for everything in Blender. RGB Mask Master's Send to Painter has been tested on Windows

Substance 3D Painter:  Optional — only for RGB Mask Master's Send to Painter / Get from Painter

Network use:  None

Licence:  GPL-3.0-or-later

This page covers the two together first, then each add-on on its own.


Getting started

1. Install both

The bundle is two zips. For each: Edit ▸ Preferences ▸ Get Extensions ▸ Install from Disk on Blender 4.2 and newer (or drag the zip into Blender), or Edit ▸ Preferences ▸ Add-ons ▸ Install on 3.3 – 4.1, pick the zip and enable it. If you already have the Basic edition of Advanced Vertex Paint, disable it and restart Blender first: Basic and Pro don't run together.

2. Open the cards

Each add-on has a floating card in the 3D Viewport with every control on it. Ctrl + Shift + C shows and hides Advanced Vertex Paint's, Ctrl + Shift + M RGB Mask Master's. The same controls are in the sidebar (N), under the Vertex Color and RGB Mask tabs.

3. A first mask in each
  • In vertex color: select some meshes and press Red, Green or Blue on the Vertex Color card — or press Paint and paint all of them at once.
  • In a texture: select a mesh, or the empty of an asset with + Children on, and press New Mask Set on the RGB Mask card. AO and curvature are baked and a red, green and blue layer stack is built, already on your materials.

Which one, when

Advanced Vertex Paint RGB Mask Master
Where the mask lives A color attribute on the mesh An image texture, on the mask UV map
UVs Not needed Needed — the mask UV map is made for you if it is missing
Detail As fine as the mesh's vertices As fine as the texture: 512 to 8192
Occlusion and curvature Procedural layers, computed per vertex, live Baked with Cycles from the low poly
By hand Vertex Paint brushes, on every selected mesh at once Texture painting with alphas and stencils
Finishing Flatten into one color attribute Confirm into one PNG on your materials
Best for Mid-poly and modular kits, tiling and trim-sheet materials, vertex-color-driven engine shaders Unique hero assets, fine edge wear and grunge, game-ready mask textures

Using them together

  • Different data, no conflict. Advanced Vertex Paint writes color attributes; RGB Mask Master writes images and its own nodes in your materials. On the same asset neither touches what the other made.
  • One channel per effect. Both think in red, green and blue: a channel for dirt, one for wear, one for a second color. A material that reads three channels can take its masks from either.
  • Broad strokes and fine detail. Vertex color carries the large-scale variation across a whole kit — tint, dirt gradients, wet areas — while an RGB texture mask carries the fine wear on the assets the camera gets close to.

Vertex Paint · The card

The card is the add-on's interface: a floating panel drawn in the viewport, in the same navy and blue as the rest of the Tachyon Studio tools.

Control What it does
Ctrl + Shift + C Summon or dismiss the card. Rebindable in the preferences, with any mix of Shift, Ctrl, Alt and Cmd (macOS)
Drag the header Move the card anywhere in the viewport
Drag the left or right edge Make it wider or narrower (240 – 720 px)
Dock button Dock the card into the sidebar's Vertex Color tab, and back out
× Close it

Buttons that cannot act right now are greyed out, so the card always shows what is possible from where you are.


Vertex Paint · Fill, alpha and remove

Button Edit Mode Object Mode
Red / Green / Blue Fills the selected faces, on every mesh you are editing Fills every selected mesh
Alpha 1 / Alpha 0 Sets the alpha of the selected faces and keeps the color Sets the alpha of every selected mesh
Remove Takes the color off the selected faces Removes the color attribute from every selected mesh

A mesh with no color attribute gets one the first time you color it. Faces are filled per corner, so neighbouring faces can hold different colors without bleeding into each other.


Vertex Paint · Paint every selected mesh at once

Paint opens one Vertex Paint session across all the selected meshes. They are merged into a single temporary paint mesh in a Paint tab, so a stroke can cross from one mesh onto the next, and every Vertex Paint brush Blender has works on all of them together.

  • Red / Green / Blue set the brush color while you paint. Remove paints white.
  • Started from Edit Mode with only some faces selected, the session paints only those faces (face masking on), and only on the meshes you were editing.
  • Apply writes the paint back into each mesh, in each mesh's own color format. Cancel throws it away and puts every mesh back exactly as it was.
  • Leaving Vertex Paint any other way — switching mode, changing workspace — applies the paint too. Only Cancel discards it.
  • Editing the paint mesh's geometry during a session is refused: it could no longer be split back into the originals. Undo the edit, or cancel.

Vertex Paint · Gradient

In a Paint session, Gradient lets you drag a line across the meshes. The colors blend along it and stay live until you apply.

Control What it does
Color chips Red, Green and Blue toggle which colors the gradient runs through; Reverse runs them the other way
Transition From a hard edge (0) to a smooth blend (1)
Midpoint Where the halfway point sits along the line
Strength How much of the gradient goes over what was already there
Handles Drag either end of the line to move it
Redraw Draw the line again
Apply / Cancel Keep it as one undo step, or put the colors back exactly

Vertex Paint · Spline

Spline is a freehand gradient. Draw a stroke over the meshes; when you let go it is fitted to a smooth curve with a few points, and the colors follow the curve. Drag any point to reshape it. It has the same chips and sliders as Gradient, and stays editable until Apply.


Vertex Paint · Layers

Open Advanced at the bottom of the card. Every mesh gets a layer stack, like Photoshop, and nothing is destroyed until you flatten.

Control What it does
+ Paint Layer A new empty layer to paint on
Blend mode Normal, Multiply, Screen, Overlay, Soft Light, Hard Light, Add, Subtract, Difference, Darken, Lighten, Color Dodge, Color Burn
Opacity Per layer: drag the slider in its row (one undo step when you let go)
Eye Hide or show a layer
Solo (star) See only the starred layers, over black. Several can be soloed at once
Drag the grip Reorder the stack
Double-click the name Rename a layer
Blur / Sharpen Soften or crisp the active layer
Merge Down Merge the active layer into the one below
Flatten Bake the whole stack into your usual color attribute and remove the layers
Trash Delete a layer

Layers carry through multi-object Paint sessions. While you paint a layer, the add-on draws the finished composite over the meshes, so you see the result, not just the layer.

Flatten before exporting. Layers are stored as color attributes named AVC <id>. Game engines and exporters read one color attribute, so press Flatten first: it bakes everything into your usual color attribute and removes the layer attributes.

Vertex Paint · Procedural layers

In a Paint session, the Procedural layers row adds a layer that is computed rather than painted. Each one stays editable later: select it and press Edit.

Every procedural layer shares these:

Control What it does
Red / Green / Blue / Invert Which channels it writes, and whether to invert the mask
Threshold Where the mask switches on
Contrast How hard the transition is
Strength How much of it goes over the layers below
Apply / Cancel Keep it (Enter) or throw it away

Occlusion

Raycast ambient occlusion: creases and contact points get the color.

  • Distance — how far each ray looks.
  • Rays — more is smoother, fewer is faster.
  • Occluded by — All (every painted mesh), Own (each mesh on its own), or Scene (everything visible, painted or not).

Curvature

Colors the sharp edges, the crevices, or both.

  • Convex / Concave / Both — edges, cavities, or both.
  • Sensitivity — how sharp counts as an edge.
  • Smooth — soften the result.

Texture

Any image, read as grayscale: the light parts get the color.

  • The image — load one from disk, or step through the images already in the file with ‹ ›.
  • View — projected from where you are looking. From View projects again from the current view, and Front faces only keeps it off the back of the mesh.
  • Triplanar — projected from all three axes and blended, so every side is covered.
  • Scale — how often it repeats. Blend — how sharply the three projections meet (Triplanar).

Light

A directional light around the meshes: lit surfaces get the color, shadowed ones do not.

  • Click and drag anywhere in the viewport — the light follows the mouse.
  • +X … Down — snap it to an axis.
  • Azimuth / Elevation — set it exactly.
  • Softness and Rays — crisp or soft shadows.
  • Shade by angle — fade with the angle to the light, not just lit or shadowed.
  • Shadows from — All, Own, Scene or None.
  • Light From View — put the light where you are looking from.

Gradient and Spline layers

The Gradient and Spline tools also come as procedural layers, so a gradient can sit in the stack with its own blend mode and opacity and be edited later.


Vertex Paint · Preferences

Edit ▸ Preferences ▸ Add-ons ▸ Advanced Vertex Color:

Setting What it does
Summon shortcut The key that shows and hides the card, with any modifiers. Restore Default puts back Ctrl + Shift + C
Card Interface Off shows the classic sidebar panels instead of the card
Card Width The card's width; dragging its edges changes it too
Card Floating in the viewport, or docked in the sidebar
Show on Startup Show the card as soon as Blender starts
Card Opacity How opaque the card is
Accent Hue / Saturation The card's colour theme
Drawn Icons Use the add-on's own icon set in the panels

RGB Mask · Which meshes

The scope chips at the top of the card decide what New Mask Set and Send to Painter work on.

Scope What it takes
Active Only the active mesh
Selected The selected meshes
+ Children The selected objects and every mesh parented under them, at any depth. Select the empty of an asset and all of it goes. Hidden children stay out

One mask per asset

With + Children, One Mask per Asset (on by default) gives all the meshes under a selected empty — or a parent mesh — one mask: one texture, one Painter texture set. Their mask UVs are laid out together so they do not overlap.

An empty drives the whole mask. Click the asset's empty (or its parent mesh) and the card shows that asset's mask set: every layer, setting and bake applies to all of its separate meshes at once. You do not have to join anything.

One mask for all

One Mask for All (with Selected or + Children) gives every mesh New Mask Set or Send to Painter reaches — across all the selected assets — one mask: one texture, one Painter texture set. Use it when several props should share a single RGB mask, like a set of pieces that ship together.

  • Their mask UVs must not overlap in one texture. When they do (each asset laid out 0–1 on its own, the usual case), the add-on copies them into a new UV map, RGBMask Packed, and packs every mesh's islands together into it. Your own UV maps are never changed.
  • Meshes without a mask UV map get one made for all of them together (Smart UV Project).
  • One texture now covers every asset, so each gets a share of its resolution: raise the set's texture size if the detail gets too soft.
  • It overrides One Mask per Asset; turning One Mask per Asset back on turns it off.

Ignored collections

Collections you never want in a mask — collision hulls, decals, LODs, high polys — are left out of mask sets, bakes (also as occluders) and Send to Painter.

  • Ignore on the card ticks the scene's collections for this file. A collection inside an ignored one is ignored too.
  • Preferences ▸ Ignored Collections is a list for every file. Rows accept names or wildcards: Collision, LOD*, *_high. Not case sensitive.
  • The card shows what is in play, e.g. 14 meshes, 50 ignored.

RGB Mask · The mask UV map

The mask is baked, painted and exported on its own UV map — the second UV map by default, so your first map stays the texturing UVs. If a mesh has only one, a map called RGBMask is made with Smart UV Project. The first map is never touched.

  • Mask UV on the card picks the map; New Mask UV Map makes one for every mesh of the set.
  • Send to Painter exports this map as Painter's first UV channel.

RGB Mask · Bakes

AO and curvature are baked with Cycles from the low poly itself — no high poly, no cage — on the GPU when one is set up in Preferences ▸ System. Curvature follows Painter's convention (0.5 = flat, brighter = convex, darker = concave) and works across UV seams and hard edges. Your objects, materials and render settings are never touched.

Setting Default What it does
Resolution 2048 512 px to 8K
AO Distance fitted to the object How far a crevice looks for geometry that shades it
AO Samples 64
Edge Width fitted to the object How far from an edge the curvature reaches
Edge Strength 0.71
Other Objects Occlude Off Let the rest of the scene shade the occlusion (off = the mask set's meshes alone, like Painter)
Single Bevel (Mid-Poly) On One-segment bevels with weighted normals wear as one edge, not as two thin lines along the bevel's borders

AO reach and edge width follow the objects' size — a bolt and a building need very different distances.

Bake preview

Preview Bake… shows the curvature on the meshes while you tune it: it is redrawn on the GPU as you drag Edge Width or Edge Strength, so it follows the slider. The preview shows what the settings affect — flat surfaces dark, worn edges bright. AO shows Blender's live ambient occlusion the same way: open surfaces dark, occlusion bright.

  • Fast / Normal / Fine — a 256, 512 or 1024 px preview.
  • Bake Maps does the exact bake at the set's resolution and closes the preview. Close Preview leaves the real maps as they were.

RGB Mask · Layers and masks

Each layer paints a colour where its mask is white, with a blend mode and an opacity — top of the stack first, like Painter. Drag the grip to reorder, double-click to rename, click the eye to hide.

Add Layer offers ready-made layers, each in red, green, blue, white or black: Fill, Paint, Dirt (Occlusion), Edge Wear, Cavity, Grunge, Height Gradient and Top Light.

Layer blend modes: Normal, Add, Subtract, Multiply, Screen, Lighten, Darken, Overlay, Difference. A mask starts Black (hidden until the mask adds to it) or White (shown until the mask takes away).

What a mask is made of

Add to Mask stacks effects, each with its own blend (Normal, Add, Subtract, Multiply, Lighten, Darken) and opacity:

Effect What it gives
Paint Painted by hand — white shows the layer, black hides it, erase reveals what is below
Fill A flat value
Ambient Occlusion The baked AO (Invert for crevices)
Curvature The baked curvature
Edges Convex edges only
Cavity Concave corners only
Noise Procedural 3D grunge — Grunge, Cells or Streaks — no seams, no stretching
Texture Any image, triplanar with a soft fade, or on the UVs
Position Gradient A gradient along the object's height (or X / Y)
Light Surfaces facing a direction
Levels Remaps everything below it

Position and Contrast work like Painter's histogram scan: where the black / white cut sits, and how hard it is.

View shows the whole result, the active layer's mask in black and white, or a single channel. Lit / Flat shows the mask lit by the scene or as exact colours.


RGB Mask · Painting

Paint Mask paints the active layer's mask in the viewport: White shows the layer, Black hides it, Erase reveals the effects below. X swaps white and black. An asset of many meshes is painted in one go — one stroke crosses every mesh of the set.

Brush control What it does
Alpha The shape of the brush tip, from your library
Angle / Random Angle The alpha's rotation, and how far it turns on every dab
Spacing Low = one smooth line, high = separate stamps
Jitter Scatters every dab away from the stroke
Stabilizer Smooths shaky strokes
Soft / Round / Hard The brush falloff
Stencil A texture pinned to the screen: the brush paints only where it is white. Alt + right-drag moves it, + Shift scales, + Ctrl rotates (editable in the preferences)

Filters for the painted mask: Blur, Sharpen, Invert, Fill White, Fill Black, Clear.

Painting uses the add-on's own brush, so your brushes are never edited. Painted masks are packed into the .blend when you save. Isolate While Painting (preferences) paints with only the asset shown, which keeps big scenes smooth.


RGB Mask · The library

Your own breakup textures and brush alphas, in one place, as plain image files you can also manage in Explorer.

  • Import Textures / Import Alphas copies images in, several at once (PNG, JPG, TGA, TIFF, EXR, BMP, WebP, HDR).
  • Browse shows a thumbnail grid; one click puts a texture into the active layer's mask, an alpha on the brush, or a texture on the stencil.
  • A few starter items are generated on first use, so it is never empty. Removing an item moves it to a _removed folder; nothing is deleted.
  • Preferences ▸ Library Folder sets where it lives.

RGB Mask · On your materials

Mask Only shows the RGB mask alone on the meshes; On Material shows the meshes' own materials with the mask applied. One set of controls drives every material of the asset, whether the mask was made in Blender or came from Painter, and painting shows on the real material live.

Per channel What it does
Colour The colour this channel paints on the material
Roughness / Metallic Where this channel is white
Strength How much it shows — 0 = the material as it was
Colour / Roughness / Metallic switches Which of the three the channel changes

The add-on works on its own copies of your materials — the originals are never edited. Take Mask off Materials removes the copies and shows the mask alone.

Trim Master materials take the mask too: their tiling RGB mask is swapped for this one, with either the card's channel settings or their own.


RGB Mask · Confirm and export

Confirm RGB Mask bakes the result into one PNG, plugs it into the materials (UV Map ▸ Image Texture ▸ RGB Mask node) and removes the layers. The asset then needs no add-on. Ctrl + Z undoes it.

RGB Mask Folder… sets where Confirm saves and how it names the file:

Setting Default
RGB Mask Folder RGB Masks, next to the .blend
A Folder per Project On — each .blend file's masks in their own folder
File Name RGBMask-{objects}. Tokens: {objects} (the meshes it covers), {asset} (the top parent), {set}, {project} (the .blend)

Export RGB Mask writes one RGB PNG at any resolution, without changing anything; Re-export writes it again to the same file. An export that comes out all black warns you instead of failing silently.


RGB Mask · Substance 3D Painter

Send to Painter opens the meshes in Substance 3D Painter as one project:

  • a texture set per mask (per mesh, per asset with + Children, or one for everything with One Mask for All);
  • every mesh map baked at 4K (or 512 to 8K) — normal, world-space normal, ID, AO, curvature, position, thickness;
  • the RGB mask layers already built, from your own Painter starter assets;
  • saved next to your .blend, in a painter folder.

Send again and the same project is updated in place: the mesh is reloaded, new texture sets are set up, everything is re-baked, and what you painted in Painter stays. If Painter has unsaved work it asks first — Save, Discard or Not Now — and never throws work away silently.

Get from Painter brings each texture set's RGB mask back onto its meshes (the project must be open in Painter). Show Painter Result switches between the Painter mask and the Blender layers, and Make Mask in Blender turns a Painter-only mask into Blender layers at any time.

Painter Layers What Painter builds
RGB Mask (default) Black base, blue alternative colour, red occlusion, green edge wear
Same as Blender The Blender layer stack rebuilt in Painter
Smart Material A smart material from your shelf, by name

Finding Painter

The add-on finds Painter by itself: a running copy, the Windows install registry, every Steam library, Adobe and older Allegorithmic install folders. If it is somewhere else, set Preferences ▸ Painter. The preferences say what was found.

The bridge's small plugin copies itself into Painter's startup folder on the first send. If Painter was already open then, restart it once — the job waits and starts by itself.

Substance 3D Painter is not included. It is sold by Adobe and installed and licensed by you; this add-on is the Blender side. Not affiliated with, endorsed by, or sponsored by Adobe.

RGB Mask · Preferences

Preference Default What it does
Sidebar Tab RGB Mask The add-on's tab name in the N-panel
Mask Layers in Blender On Off = the add-on is only Send to Painter / Get from Painter
Card Interface On Off = the classic sidebar panel
Card Floating Or docked in the sidebar
Show on Startup On Off = hidden until Ctrl + Shift + M
Which Meshes / One Mask per Asset / One Mask for All / Ignored Collections Selected / On / Off / — See Which meshes
Isolate While Painting Off Paint with only the asset shown
Library Folder Blender's user data folder
Painter / Painter Bake / Painter Layers Found / 4096 / RGB Mask See Substance 3D Painter

Every shortcut is a normal Blender keymap entry and can be changed, with any modifiers.


Limits worth knowing

  • One edition at a time (Advanced Vertex Paint). Basic and Pro cannot be enabled together; the second one declines and says why.
  • Layers need Flatten before export — see the tip above.
  • Geometry edits end a Paint session's ability to split. Adding or deleting vertices in the paint mesh is refused on Apply; undo the edit or Cancel.
  • Very dense meshes make Occlusion and Light slower, as they cast rays per vertex. Lower Rays while you look, raise it for the final.
  • RGB Mask Master bakes on its own UV map — the second map by default; a mesh with only one gets a map made with Smart UV Project. The first map, your texturing UVs, is never touched.

Troubleshooting

Ctrl + Shift + C does nothing (Advanced Vertex Paint)

Another add-on may use the same shortcut. Set your own in the preferences — any key, with any modifiers.

The colors don't show in the viewport (Advanced Vertex Paint)

Set Viewport Shading ▸ Color to Attribute, or look in Vertex Paint mode.

Pro says the other edition is enabled (Advanced Vertex Paint)

Disable Advanced Vertex Color (Basic) and restart Blender, then enable Pro.

The card is gone (Advanced Vertex Paint)

Press Ctrl + Shift + C, or check whether it is docked in the sidebar's Vertex Color tab.

The RGB Mask card does not appear (RGB Mask Master)

Press Ctrl + Shift + M in the 3D Viewport, or look in the sidebar's RGB Mask tab. The shortcut can be changed in the add-on preferences.


Network use and files written

Neither add-on opens a socket, sends telemetry or checks a licence. Advanced Vertex Paint writes nothing but its own preferences; its Texture layer reads the image you pick. RGB Mask Master keeps its bakes and painted masks packed in the .blend; it writes files only when you ask — Confirm's and Export's PNG in your RGB mask folder, items you add to its library, and for Send to Painter the files it hands over (in a painter folder next to the .blend) plus its small plugin in Painter's startup folder.


Support

Questions, bug reports and feature requests — join the Tachyon Studio Discord: https://discord.gg/sksWuJRsqS

GPL-3.0-or-later · Copyright 2026 Tachyon Studio
Two Blender add-ons. Substance 3D Painter is optional and not included; no network access.
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Details
Blender Extension Compatible Yes
Published about 12 hours ago
Blender Version 3.3 - 5.2
Extension Type Add-on
License GPL