Targets

Submeshes available to paint to. If there are none, your scene needs a Baker component. Read Getting Started for info.

Textures

Texture settings like tint color and normal strength. If there are no textures you need a BrushTexture component.

UV

UV transform settings. More info here.

Mask

Brush mask. Requires Mask Blending to be enabled in one of the targeted Bakers. More info here.

Settings

  • Priority: Used to sort brushes before painting. Change it to put the brush above/below others.
  • Method: How the texture is painted. More info here.
    • Projection (default): Works similar to the orthographic projector in Unity. Just aim and resize.
    • UV: Select a UV rectangle to paint in.
    • Distance: Paints based on distance to mesh.
  • Max Angle: Limit painting based on the brushes angle and the normal of the mesh. Good for snow/dust effects, or just making sure you only paint faces that are facing the brush.
  • Angle Fade: If Max Angle less than 1 this will fade it. (Beta.)

Brush API

AddTarget(submeshName);     // Target the first submesh found with the given name.
RemoveTarget(submeshName);  // Stop targeting first submesh found with the given name.
IsTargeting(submeshName);   // Returns true if brush is targeting.
RemoveAllTargets();

// If the Brush's BrushTextures component has multiple textures, these methods can swap them.
NextStyle();
PreviousStyle();
SelectStyle(styleIndex);
SelectStyle(styleName);