NodeIcon Brush

Provides a set of brushes to sculpt and cleanup meshes.

All the brushes only modify vertices and normals leaving the topology unchanged. The Brush node can be very useful for correcting mesh artifacts after wrapping.


Editor

The Brush node editor is where the sculpting happens.

Drag with LMB

to edit the model

Drag with SHIFT + LMB

to use relax brush

Drag with CTRL + LMB

to invert brush effect

Drag with RMB

to change the brush size

Drag with MMB

to change the brush strength

Drag with SHIFT + RMB

to change the brush falloff

SHIFT + SPACE

to switch between cameras

SPACE

to return to default camera

D

to toggle geometry opacity

[ or ]

to change the brush size

Press X

to toggle geometry wireframe

Press C

to toggle display mode color/texture

Hold A

to hide the sculpted mesh

Hold Z

to show the source mesh

On the left of the editor, there is a palette of all the available brushes.

Tip

Use 1 - 9 and 0 keys to quickly switch between the brushes.

../../_images/BrushEditor.png

Also you can use a set of Cameras and Images to use them as a reference guidelines in the Visual Editor.

To quickly switch between reference cameras you can use SHIFT + SPACE hotkey. While in reference camera mode your camera movement will be locked and under editable geometry will be shown reference image. To switch back to free camera mode you can use SPACE hotkey.

Brush Types

Relax Relax Brush:

smooths the mesh based on the average position of adjacent vertices

Move Move Brush:

moves the mesh vertices

Sculpt Sculpt Brush:

moves the vertices along the mesh normal

Inflate Inflate Brush:

moves the vertices along their normals

Project Project Brush:

projects the vertices to the reference mesh

RelaxProj Relax-Project Brush:

is a combination of the Relax and the Project brushes

MoveProj Move-Project Brush:

is a combination of the Move and the Project brushes

Clone Clone Brush:

copies and pastes local surface features from the source geometry to the editable mesh

MoveSurface MoveSurface Brush:

moves the mesh vertices along geometry surface

RelaxSurface RelaxSurface Brush:

smooths the mesh based on the average position of adjacent vertices, but keeping vertices on geometry surface

MirrorClone MirrorClone Brush:

is a Clone brush but instead of the source geometry it uses topologically mirrored vertices of the same geometry

CloneProject CloneProject Brush:

is a combination of the Clone and the Project brushes

Erase Erase Brush:

moves vertices to their original position

Inputs

Geometry

Geometry Geometry to be edited with brush

Reference

Geometry (optional) Geometry to project the edited vertices to

Geometry Source

Geometry (optional) Geometry that is used as a source for the Copy brush

Vertex Masks

VertexMask (optional) (multiple) Vertex mask to bound brush influence

Visible Polygons

PolygonSelection (optional) (multiple) Polygons to show in Visual Editor

Cameras

Camera (optional) (multiple) Reference cameras to use in Visual Editor

Images

Image (optional) (multiple) Reference images to use in Visual Editor

Output

Geometry Edited geometry

Parameters

Apply:

applies changes made with a brush to the node output. Shortcut Ctrl + Return.

Reset:

discard all the changes.

Brush type:

selects the brush type.

Radius:

brush radius is computed relatively to the size of the editable model, and specified in the range between 1 and 100. 1 corresponds to the Min Size Factor and 100 corresponds to the Max Size Factor. Both factors are defined as a fraction of the diagonal length of the bounding box of the editable model.

Strength:

brush strength.

Falloff:

changes the shape of the intensity curve.

Symmetry:
No Symmetry

don’t use symmetry

Topological

use topological symmetry

X

use symmetry in X-axis

Y

use symmetry in Y-axis

Z

use symmetry in Z-axis

Use Geodesic Distance:

the influence of the brush to a vertex is proportional to the distance from the vertex to the brush center. If Use Geodesic Distance is set, the distance is computed geodesically on the mesh surface. If not set, the distance is computed as a distance in space (Euclidean distance).

Note

Use Geodesic Distance option is only available for meshes with manifold topology

Vertex Mask Index:

index of currently used vertex mask in the Visual Editor, to select uneditable regions of the mesh

Visible Polygons Index:

index of currently used polygon selection in the Visual Editor, to hide visually others regions of the mesh

Reference Camera Index:

index of currently used pairs of camera and image as a reference in the Visual Editor

Display mode:
Color

shows geometry with its base color in the Visual Editor

Texture

shows geometry with its texture in the Visual Editor

Show Geometry Wireframe:

if set shows geometry wireframe in the Visual Editor, otherwise not

Show Reference Geometry:

if set shows Reference geometry in the Visual Editor, otherwise not

Use Geometry Opacity:

if set, the editable geometry is displayed as a semi-transparent overlay. The opacity of the overlay is defined by the Geometry Opacity parameter. Shortcut D

Geometry Opacity:

opacity of the editable geometry. Only applied when the Use Geometry Opacity parameter is set

Affect Borders:

if set, geom borders will be affected by the brush, otherwise not

Include Backfaces:

if set, geom backfaces can be targeted

Projection Side:
Same

projection brushes will project geometry on triangles only with the same normal direction

Any

projection brushes will project geometry on the any triangles

Opposite

projection brushes will project geometry on triangles only with the opposite normal direction

Projection Dist:
Brush Radius

projection distance is equal to the current brush radius

Custom

projection distance is explicitly specified with the Custom Projection Dist parameter

Custom Projection Dist (cm):

projection distance in centimeters. Only used when Projection Dist is set to Custom

Min Size Factor:

defines the minimal brush Radius

Max Size Factor:

defines the maximal brush Radius

Mask color:

foreground color for the vertex mask to be mixed with background color, which is taken from the Color or Texture parameter in the LoadGeom to the corresponding model