This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Mask Editor

UnigineEditor provides a useful tool for painting image masks directly in the scene — Mask Editor. It allows editing the existing image masks and creating new ones.

See Also#

Creating Mask with Mask Editor#

To create a new image mask by means of Mask Editor:

  1. Run UnigineEditor.
  2. Add Grass, Mesh Clutter or World Clutter to the scene by choosing the required object via the Menu bar (the Create menu item).
  3. Specify all required settings for the added object.
  4. On the toolbar, select Clutter Mask Paint Mode. The Active Tool window will open. In the Objects section there will be a list of all Grass, Mesh Clutter and World Clutter objects available in the world.

  5. Select the object you want to create the mask for and click the Create a New Mask Texture Asset button.

    You can also use the button next to the Mask Texture field in the Parameters window of the selected object.

  6. Specify the size and format of the mask in the window that opens and click OK.

  7. In the file dialog window that opens, choose the folder within your project to save the mask and click OK. An empty image mask will be created.

Editing Mask with Mask Editor#

As soon as you created the mask, editing tools are available in the Parameters section of Active Tool. Select the required option and start editing the mask directly in the scene.

Available controls and hotkeys are listed at the bottom of the Active Tool window.

If the Active Tool window is closed, you can re-open it by switching to Clutter Mask Paint Mode or clicking the Brush Edit button in the Parameters tab of the corresponding object.

Mask Editor Options#

Mode

Available modes:

  • Draw — replace pixel values of the image mask with the current values set for the brush.
  • Add — add pixels to the image mask (in other words, add areas to the image mask where grass or clutter objects should be placed).
  • Subtract — subtract the current values set for the brush from pixel values of the image mask.
  • Smooth — blur pixels of the image mask, making boundaries softer.
  • Erase — erase pixels of the image mask.
  • Select — enables selection between Mesh Clutter objects in Clutter Mask Paint Mode.
Brushes

Shape of the brush:

  • — Circular shape.
  • — Square shape.
  • Custom brush. The texture is loaded using the additional button .
Size Size of the brush.
Color Color of the brush.
Intensity Intensity of the color components of the brush.
Opacity Transparency of the applied color.
Sharpness Tip of the brush. The lower the value, the sharper and smaller the tip. The higher the value, the flatter and bigger the tip.
Step The distance between the brush marks in a stroke, in pixels.
Refresh Rate Frequency of updating the objects distribution following the mask changes, in seconds, if the brush is dragged continuously.
Last update: 2022-10-10
Build: ()