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Version: Next (dev)

Texturing Brushes

Every face of a brush has its own material and its own texture projection. No UV unwrapping is involved: textures are projected onto the faces, so they line up across neighbouring faces and brushes.

Materials​

  • Drag a material from the asset browser onto a brush face to give that face the material. This works for faces created by cutters as well, such as the jambs of a doorway.
  • Dropping a material adds it to the brush's Materials list if it is not there yet. Faces refer to an entry in that list, so replacing an entry changes every face using it.
  • Select Same Material (Shift+M) selects every face with the material of the selected faces.

Texture Projection​

In Face mode, the panel's Texture section shows the projection of the selected faces. Changes apply to all selected faces.

note

These settings only show on materials that use the mesh's texture coordinates. Materials that project their textures in world space ignore them: the default blockout material, the Prototype materials, and any material with Use World UV enabled. The Texture section says so when the selected face uses such a material.

SettingDescription
AlignmentWorld: the texture is projected along the world axis closest to the face normal, so it continues seamlessly across faces. Face: the texture is aligned with the face itself, which suits slanted faces such as ramps and roofs.
Tile sizeMetres per texture repeat, in U and V.
OffsetShift of the texture, in repeats.
RotationRotation of the texture on the face, in degrees.

The Justify buttons move the texture relative to the face's bounds: the first four start a tile at the face's left, right, top or bottom edge, the fifth centres a tile on the face, and the last stretches one tile over the whole face. Their icons show where the tile ends up.

In the Copy row, Pick picks up the first selected face's material and texture settings and Apply gives them to the selected faces. Reset projection returns the selected faces to world alignment, 1 m tiles, no offset and no rotation, and keeps their material.

With the brush's Texture Lock enabled (the default), textures are projected in the brush's own space, so they move, rotate and scale with the brush. With it disabled, they are projected in world space and stay in place when the brush moves, which keeps textures continuous across neighbouring brushes.

Hard Edges​

Brushes are shaded smooth across edges where faces meet at less than the brush's Smoothing Angle, and hard everywhere else. To keep a face hard regardless of the angle, select it and enable Hard edges in the Texture section.

See Also​