This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
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
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Cluster Editor

Cluster Editor is a convenient tool for brush-based placement of meshes baked into Mesh Clusters directly in the scene. It allows editing the existing Mesh Clusters and creating new ones.

Cluster Editor is available when the Cluster Paint Mode is selected on the toolbar:

Switching to this mode opens the Active Tool window:

In the Objects section, there is a list of all Mesh Cluster objects available in the world. Similarly to the World Hierarchy window, you can organize the nodes:

  • Select one or several nodes;
  • Toggle the nodes on and off;
  • Filter nodes by name;
  • Rename a node by double-clicking on it;
  • Toggle the Spawn When Drawing flag.

To edit the required Mesh Clusters (one or many), select them either in the Objects section or in the World Hierarchy window and specify the Objects settings.

For convenience, the Create New Cluster button, a shortcut to manual creation of Mesh Clusters, is available right in the Active Tool window.

See Also#

Editing Mesh Clusters with Cluster Editor#

As soon as you have at least one Mesh Cluster with the Spawn When Drawing flag enabled, brush painting is available in the Editor Viewport. Select the required tool and start editing the cluster directly in the scene:

Available tools:

  • Replace Density — replace meshes within the Brush Radius with new ones spawned in accordance with the current density values.
  • Single Object — place a single mesh at the desired point.
  • Erase — remove meshes.
Notice
To paint over a surface or an object, make sure it has the Intersection flag and any bit of the Intersection Mask enabled. Painting over Mesh Cluster objects is not available.

Brush Settings#

Radius Size of the brush.
Density Multiplier Global multiplier for density.

Controls#

  • To draw with a brush, click LMB and drag the mouse.
  • To change the brush radius, use the mouse wheel.
  • To switch to the Replace Density tool, press B.
  • To switch to the Erase tool, press E.
Notice
You can adjust the controls in the Cluster Paint Mode tab of the Editor Hotkeys settings.

Objects Settings#

The following settings are saved for each Mesh Cluster in the scene:

Spawn When Drawing

Flag indicating if the Mesh Cluster is affected by brush painting.

Seed

Pseudo-random seed that defines the distribution of spawned meshes. Click the Randomize button to generate a new Seed.

Notice
If the same Seed value is set for several Mesh Clusters, their new meshes will spawn at the same points during one stroke.
Density The target density of meshes of the Mesh Cluster.
Normal Orientation Flag indicating whether new meshes should orient along the normals of surfaces under the brush.
Local Offset Minimum and maximum offset values for new meshes with regard to normal orientation.
World Offset Minimum and maximum offset for new meshes in world coordinates.
Local Rotation Minimum and maximum rotation values for new meshes with regard to normal orientation.
World Rotation Minimum and maximum rotation values for new meshes in world coordinates.
Scale Minimum and maximum scale values for new meshes. Click the gear icon to choose the scale mode:
  • Uniform — meshes are scaled uniformly along all axes.
  • Nonuniform — scale is random along each axis.
Last update: 2021-12-13
Build: ()