Mask-Driven Workflow
Non-Destructive Localized Damage: Driven entirely by masks (vertex paint or custom textures) to place injuries anywhere on your mesh without altering base geometry.
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Dual Target System: Uses separate mask channels to independently control lacerations and surrounding soft-tissue bruising.
Laceration & Bruising
- Sculptable Wound Geometry: Complete control over the physical mesh displacement, with customizable cut depth, inflamed edge rim, flesh distortion and more. Carve every injury from fine slices to severe open gashes.
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Bruise & Swelling Dynamics: Tint and darken bruised skin from fresh impacts to aging trauma, while dialing in localized surface swelling and smoother, lower-roughness highlights where the mask is strongest.
Disturbing Gore Shader
Dynamic Tissue & Shading Controls: Customize the raw fleshy interior and internal tissue distortion alongside full color-tinting, allowing quick swaps from fresh red tissue to putrid discolored tones.
Wetness & Liquid Specular: Fine-tune glossiness and liquid sheen to capture fresh, active hemorrhaging and moist tissue reflections.
Advanced Skin Shader
Versatile Foundation: Features procedural skin cell structures paired with full control over base skin color, surface roughness, subsurface scatter, anlemish tint and density.
- Subcutaneous Veins Network: Adjust the influence, prominence, tint, and scale of veins running beneath the skin surface.
And more!
- Dedicated edge contour overlay to clearly inspect mesh displacement.
- Global panel for quick and general customization.