This page has been translated automatically.
Video Tutorials
How To
Professional (SIM)
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Extending Editor Functionality
Built-in Node Types
Light Sources
World Nodes
Sound Objects
Pathfinding Objects
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Materials and Shaders
Rebuilding the Engine Tools
Double Precision Coordinates
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
Material Nodes Library
Art Samples

Texture Editor

Texture Editor allows painting textures of the materials applied to objects directly in the scene. It is mainly used for painting masks, but also helps editing the existing textures: adding details or fixing mistakes.

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

You can also use the Shift+2 hotkey to activate the tool.

The Active Tool window provides access to the tools of Texture Editor:

Painting Texture with Texture Editor#

To edit a texture via Texture Editor, do the following:

  1. Select an object, a texture of which should be edited.
  2. In the Texture field of Texture Editor, choose the required texture in the drop-down list.

  3. Paint directly on the object using the available tools.

    When painting, the original asset is edited.

To undo all changes, select another object in the scene and decline saving changes in the window that opens:

Saving Changes#

To save changes, choose one of the following options:

If you choose Save as New Texture..., specify a name and a texture format in the dialog window that opens.


The following tools are available:

  • Brush tool (B hotkey) allows painting arbitrary shapes on the texture.
  • Pencil tool allows painting hard-edged texels on the texture.
  • Eraser tool (E hotkey) removes changes.
  • Smooth tool (V hotkey) blurs texels of the texture.
  • Smudge tool smudges the texture.
  • Contrast tool changes the texture contrast.
  • Brightness tool changes the texture brightness.
  • Saturation tool changes intesity of the texture colors.
  • Replace Color tool replaces all texture colors with the specified one.
  • Invert tool inverts texture colors.
  • Draw Flowmap tool allows painting a flow map.
  • Draw Mesh Data tool allows drawing textures that store mesh data (positions, mesh normals).
  • Ambient Occlusion tool allows drawing an ambient occlusion texture.
  • Curvature tool allows painting a curvature texture.
  • Leaks tool allows painting leaks.
  • Color Picker tool allows picking a texture color.

Common Settings#

Depending on the selected tool, a set of available settings varies. However, there are settings common for most of the tools:

Texture Texture to be edited.
Show Debug Show per-channel changes.
Stroke Mode
  • Brush — draw a stroke of brush marks.
  • Stamp — draw a sigle brush mark.
  • Lasso — fill the selected rectangular area with a specified color. By default, areas of the object that are visible in the current viewport are filled.
  • Gradient — draw a linear gradient.
  • Line — draw a line. It can be used, for example, to align edges of a mask.
  • Fill — fill the texture with a specified color.
The set of tool settings changes depending on the Stroke Mode. See the Stroke Mode Specific Settings chapter for details.
Rotate Along Stroke

Orients the brush marks to follow the stoke direction.

Rotate Along Stroke Disabled
Rotate Along Stroke Enabled
Brush Texture

Texture that defines shape of the brush.

Brush Texture Opacity 1-channeled opacity texture that controls application of the Brush Texture. White areas of the texture make the corresponding areas of the Brush Texture fully visible, black ones make them fully transparent.
Brush Radius

Radius of the brush.

You can change the brush radius by scrolling the mouse wheel.
Brush Radius = 0.03
Brush Radius = 0.01
Brush Spacing

Distance between the brush marks in the stroke, in percent. 0 means the brush mark is drawn each frame (i.e. no spaces).

Brush Spacing = 0
Brush Spacing = 100
Brush Angle

Angle of the brush marks, in degrees.

Brush Angle = 0
Brush Angle = 30
Brush Angle = 60

Strength of the brush. Higher values create more opaque bush strokes. Multiple applications of the brush with low opacity to the same place create a more opaque image. It can be used for drawing smooth gradients.

Opacity = 0.3
Opacity = 0.3, multiple brush applcations
Opacity = 1.0
Color Color of the brush. You can specify the Main and the Spare color and switch them by pressing X when painting the texture. To pick a texture color, press C or click the Pick Screen Color button in the Select Color window and sample the color.
Color Intensity

Intensity of the brush color. It allows changing shades of the same color: the lower the value, the darker the result.

Color Intensity = 1.0
Color Intensity = 0.5
Color Intensity = 0.1
Brush Backface Culling Angle

Normal angle at which the surface is ignored by the brush. It allows you to avoid painting across certain surfaces.

Culling Angle = 90
Culling Angle = 120
Radius Jitter

Random radius of the brush marks in the stroke. 0 means no randomness.

Angle Jitter

Random rotation angle of the brush marks in the stroke (in dergees). 0 means no randomness.

Position Jitter

Random position offset of the brush marks in the stroke (in units). 0 means no randomness.

Procedural Mask

Limits brush application to a certain area:

  • Normal — paint without restrictions.
  • Dark Area of Ambient Occlusion — paint only dark areas of ambient occlusion. When this option is used, settings of the ambient occlusion are available.
  • Light Area of Ambient Occlusion — paint only light areas of ambient occlusion. When this option is used, settings of the ambient occlusion are available.
Ambient Occlusion
Dark Area of Ambient Occlusion
Light Area of Ambient Occlusion

Painting the cavity/convex area can be useful when, for example, you need to paint a cavity/convexity mask for a huge building.

Active Channels Channels that are modified when painting the texture.
UV Channel

UV channel that is modified when painting the texture.

  • UV Channel 0 — 1st UV channel.
  • UV Channel 1 — 2nd UV channel.

For example, if the 2-nd UV channel stores a mask for blending materials, you will choose UV Channel 1 when editing this mask.

Stroke Mode Specific Settings#

The Rectangle and Linear Gradient stroke modes have additional specific settings described below.

Depth Limit Depth limit for filling areas of the object that are not visible in the current viewport (i.e. occluded by other objects).
Depth Limit Gradient Length Size of the gradient along the edges of the filled area.
Rectangle Texture

Texture that fills the selected rectangular area. Available for the Rectangle mode only.

Object with Original Texture
Rectangular Texture Applied
Rectangle Texture Opacity 1-channeled opacity texture that controls application of the Rectangle Texture. White areas of the texture make the corresponding areas of the Rectangle Texture fully visible, black ones make them fully transparent.
Last update: 2022-07-19
Build: ()