This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and 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
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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 the mask editor:

  1. Run UnigineEditor.
  2. Add ObjectGrass, ObjectMeshClutter or WorldClutter to the scene by choosing the required object via the Menu bar (the Create menu item).
  3. Specify all the required settings for the added object.
  4. Choose Windows -> Nodes (or press N) to open the Nodes window.
  5. In the nodes hierarchy list, select an ObjectGrass, ObjectMeshClutter or WorldClutter node and go to the Grass, MeshClutter or Clutter tab correspondingly.
  6. Here, click arranged opposite the Image mask field.

  7. Specify the size of the mask in the window that opens.

  8. In the file dialog window that opens, specify the mask name, choose the folder to save the mask and click Ok. The empty image mask will be created.

  9. Perform Steps 4-7 described below to paint the mask.

Editing Mask with Mask Editor

To edit an image mask by means of the mask editor:

  1. Run UnigineEditor.
  2. Choose Windows -> Nodes (or press N) to open the Nodes window.
  3. In the nodes hierarchy list, select an ObjectGrass, ObjectMeshClutter or WorldClutter node and go to the Grass, MeshClutter or Clutter tab correspondingly.
  4. Here, click arranged opposite the Image mask field.

    The mask editor will open.
  5. In the mask editor, specify the required brush settings.
  6. Choose the channels of the image mask to edit by clicking the corresponding buttons (R, G, B, A).
  7. Hold Alt + Left Mouse Button to paint the mask in the scene.

Mask Editor Options

Mode Available modes:
  • Replace - replace pixel values of the chosen channels of the image mask with the current values set for the brush.
  • Add - add pixels to the chosen channels of 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 chosen channels of the image mask.
  • Smooth - blur pixels of the chosen channels of the image mask, making boundaries softer.
Brushes Shape of the brush:
  • - circular shape
  • - square shape
  • - diamond shape
  • - texture-based brush. The texture is loaded using the additional button .
Radius Size of the brush.
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.
Opacity The rate to apply the brush.
Channel Channel of the mask to edit.
Palette The brush palette allows saving all the parameters of the current brush to be used as a preset later. For that, drag the icon to the palette. The palette is shared for all image masks.
Last update: 2017-12-21
Build: ()