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Face effects

Face Paint

Face Paint is a built-in material that comes with the 3D Face object.

Add Face Paint

You can add Face Paint by clicking + Add asset > Material > Face Paint.

Face Paint properties

Base Property:

  • Texture: Texture
  • Tint Color: Color used to blend the texture.
  • Premult On: the color image was masked (multiplied) by its own alpha channel.

Opacity: When checked, the material will calculate a new Alpha value by multiplying the R channel value of this new Opacity Texture. To learn more about how to use this property, check out Standard PBR.

UV Control: Change how textures are sampled in a Face Paint material. Use UV Control to adjust the Tiling, Offset, and Rotation of textures.

  • + Tilling
    • X: (Default: 1)
    • Y: (Default: 1)
  • + Offset
    • X: (Default: 0)
    • Y: (Default: 0)
  • + Rotation
    • Default: 0
    • Range: (0,1)

Render State 0

Depth Test: If checked, depth test should be performed and compared in the depth buffer.

Depth Write: If checked, the geometry depth is written to the depth buffer. Uncheck it if you are rendering objects that are transparent.

Depth Function: Determine how the depth testing gets performed.

  • Never: The depth test never passes and the object will never be rendered.
  • Less: Draw the part of the object when it is in front of the existing objects and hide the parts that are behind the existing objects.
  • Equal: Draw the part of the object that is at the same depth as the existing objects and hide the parts that are in front or behind the existing objects.
  • Less Equal: Draw the part of the object that is in front or at the same depth as the existing objects and hide the parts that are behind the existing objects.
  • Greater: Draw the part of the object that is behind the existing objects, and hide the parts that are in front of the existing objects.
  • Not Equal: Draw the part of the object that is not at the same depth as the existing objects.
  • Greater or Equal: Draw the part of the object that is behind or at the same depth as the existing objects and hide the parts that are in front of the existing objects.
  • Always: The depth test always passes. Always render the object with the material.

Color Mask: R: Red G: Green B: Blue, and A: Alpha channels. If unchecked, it will be prevented from writing to the unchecked channel into the render target.

Cull Mode: Polygon has front and back sides.

  • None mode will make both inside and outside faces renderer.
  • Back: If you choose Back, it won’t render polygons that face away from the viewer.
  • Front means rendering inside facing polygons.

Blend Mode will instruct how the current material will blend with the background.

  • Default: Transparent