Surface
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Height
Mask G
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Mask 2 A
A second layer in the unused alpha channel — a deeper stratum, a different material under the surface, whatever the plate needs.
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Edge fade
Forces the outer band back to untouched surface, so nothing survives at the boundary to read as a square frame around the decal. Baked into the export, not just the preview.
Cavity B
Material under Mask 2 A
What the second mask reveals — brick behind plaster, rust under paint. Mask 2's tint colours it, so there is no separate substrate colour. Same ORM packing as the preview material. Preview only; it is never exported.
Mask tint
Each mask multiplies its tint over the surface, so you can see which is doing what. Set a tint to white and it stops affecting anything — the mask and any texture under it come through untouched.
Tints are preview only and never reach the exported textures.
Preview material
Your own PBR set, purely for judging the alpha. None of it is exported. Loaded with concrete panels by default — drop your own over any slot.
ORM is the packed standard: occlusion in R, roughness in G, metallic in B.
Export