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Display and Rendering

Display settings are divided into scene transforms, playback behavior, and rendering. Set shared values globally, then override exceptional models.

Scene transform

OptionPurpose
VisibleWhether the model is shown in the target scene
AnchorReference point on the screen edge or center
X/Y offsetPosition stored against a 1920×1080 reference canvas
ScaleUniform model size
RotationClockwise rotation in degrees
Opacity0 is transparent; 1 is opaque
LayerFront-to-back order relative to other 2D content
Mouse interactionWhether the model receives mouse input

Position and scale are converted using the shorter viewport axis, so the model is not stretched on other aspect ratios.

Blend modes

  • Normal: standard alpha blending and the recommended default.
  • Add: useful for glow and highlights.
  • Subtract: subtracts model color from the background.
  • Multiply: multiplies model and background colors, usually darkening the result.
  • Premultiplied Alpha: for assets whose colors are already multiplied by alpha.

Color filters

The complete model tree is composed first and filtered once, keeping all drawables consistent. Tint uses a visual color picker. Brightness, contrast, saturation, grayscale, hue, invert, and gamma provide synchronized sliders and numeric inputs.

OptionRangeNeutral value
TintRGBAWhite
Brightness-1..10
Contrast0..41
Saturation0..41
Grayscale0..10
Hue shiftAny finite angle0
Invert0..10
Gamma0.01..101

If colors look wrong, restore neutral values before checking textures and shaders.

Live preview

Use Preview and edit from the model list to open the dedicated canvas. Scene, reference resolution, position, scale, rotation, blend mode, filters, and canvas mask update the model immediately. In the default mode, drag to move the model, use the wheel to scale it, and use Shift + wheel to rotate it.

Canvas mask

The canvas mask uses model-local coordinates and supports rectangles, ellipses, and rounded rectangles. Width and height must be positive. Enable mask and fit model bounds creates an initial region covering the model. With Edit mask directly on canvas enabled, drag to move the mask and use the wheel to resize it around its center; sliders and numeric inputs stay synchronized.

Corner radius applies to a rounded rectangle. Changing it automatically switches the mask type to Rounded Rectangle. Ellipse and rounded edges are evaluated continuously by the shader and do not need an edge-segment setting. This mask clips the final model output and does not replace Cubism drawable masks.

Mask viewport size

This controls the Cubism drawable-mask texture size and is separate from the canvas mask above. The UI provides Auto, 256, 512, 1024, 2048, and 2048 presets. Auto is bounded to 1024; keep it unless drawable-mask edges are visibly blurred.

Clarity and performance

With Normal blending, neutral filters, and no canvas mask, the model bypasses the composite canvas and keeps its original clarity. When an effect requires compositing, the runtime sizes the render target from the model's displayed size, up to 8192 pixels per side, avoiding a fixed low-resolution pass.

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