Material
Surface Peel is shipped with a default Paint material. You can however freely create your own shader setup with the use of attributes: „Bubbles”, „EdgeWear” and „BackOfPeel” automatically generated by the Surface Peel modifier.
Base
Material slot for the source geometry.
Peel
Material slot for the generated peeled paint.
Back of Peel
Material slot for the back of the generated peeled paint.
Available only with Thickness On.
Edge Wear
Material effect controlled by the EdgeWear attribute.
Smooth
Blurs the EdgeWear attribute.
Cracks
Intensity of the Edge Wear.
Cracks Falloff
Falloff of the Edge Wear.
Reach
Adds Reach (distance from the borders of Peel Islands) to EdgeWear attribute.
Edge Wear Mask
Masks the EdgeWear attribute used by the shader.
Important: Vertex Group name should be different than „EdgeWear”, as that would overwrite the attribute used by the shader. Vertex Group named „EdgeWearMask” will work properly.
Correct Peel UVs
UV coordinates are polished for the generated cracks.
UV Map Name
Name of the UV map used by the shader and the modifier itself.

