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);