Advanced Masks Bundle
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
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.
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.
- 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.
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.
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
_removedfolder; 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
painterfolder.
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.
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
Another add-on may use the same shortcut. Set your own in the preferences — any key, with any modifiers.
Set Viewport Shading ▸ Color to Attribute, or look in Vertex Paint mode.
Disable Advanced Vertex Color (Basic) and restart Blender, then enable Pro.
Press Ctrl + Shift + C, or check whether it is docked in the sidebar's Vertex Color tab.
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
Two Blender add-ons. Substance 3D Painter is optional and not included; no network access.
Included
Includes 12 months of
- Support from Tachyon Studio
- Product updates
Extend this product’s Support Period +12 months: 50% of product price
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| Blender Extension Compatible | Yes |
| Published | about 12 hours ago |
| Blender Version | 3.3 - 5.2 |
| Extension Type | Add-on |
| License | GPL |
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