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Version: Next (dev)

Drawing Brushes

A brush is a game object with a Brush component. Its shape is either generated from a few parameters (a box, stairs, an arch, ...) or, once you edit its vertices, edges or faces, stored as an editable polygon mesh.

Drawing a Brush​

  1. Activate the Brush tool with B. The viewport shows the mode strip in its top left corner: Object, Vertex, Edge and Face. Drawing happens in Object mode.
  2. Pick a shape in the Draw section of the Modeling panel. Picking a shape also switches the tool to Object mode.
  3. Hold CTRL and drag on the grid to draw the brush's footprint. Release the mouse button, move the mouse up or down to choose the height, and click to finish.

The new brush is selected afterwards. If a material is selected in the asset browser, the brush gets it as its first material.

A new brush goes into a brush group when the current selection is that group or anything inside it. Since a new brush is selected once it is drawn, drawing several brushes in a row keeps them in the same group. The brush keeps the position and orientation it was drawn with.

Shapes​

ShapeDescription
BoxA box between the six Size extents.
Ramp X, Ramp YA wedge rising along X or Y.
ColumnA cylinder with Detail sides.
Stairs X, Stairs YDetail steps rising along X or Y.
Arch X, Arch YAn arch spanning X or Y, Detail segments, Thickness thick. Curvature bends it.
SpiralSpiral stairs with Detail steps sweeping Curvature degrees.
SphereA sphere (an ellipsoid for unequal sizes) with Detail segments around and half as many from pole to pole.
ConeA cone with Detail sides, its base on the bottom of the box and its tip at the top centre.
PyramidA four-sided pyramid on the bottom of the box, its tip at the top centre.
EditableSet automatically once you edit the brush's vertices, edges or faces. The mesh is stored with the brush.

Only the properties the current shape uses are shown.

Properties​

PropertyDescription
ShapeThe shape generator, see above.
SubtractiveMakes the brush a cutter.
MaterialsThe brush's material slots. Faces refer to a slot, see Texturing Brushes.
Color, Custom DataPassed to the materials, as for other mesh components.
SizeThe six extents from the object origin: negative and positive X, Y and Z, in metres.
DetailSides, steps or segments of the shape.
CurvatureHow far an arch or spiral sweeps, in degrees.
ThicknessWall thickness of arches, and of the walls created by Hollow.
Smoothing AngleEdges between faces meeting at less than this angle are shaded smooth. 0 makes every edge hard. Faces can be marked as always hard, see Texturing Brushes.
Texture LockKeeps textures fixed to the surface while you move, rotate or scale the brush.
Generate CollisionThe brush gets a static collision mesh.
Include In NavmeshThe brush is part of navmesh generation.
Use As OccluderThe brush occludes other objects for occlusion culling.
Merge On ExportThe brush may be merged with other brushes of its group at export, see Export and Conversion.

Brushes and brush groups have their own icons in the scene tree and in the viewport, so brush groups, which have no geometry of their own, are easy to find.

See Also​