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Cutout Editor toolbar reference

The Cutout Editor Toolbar contains all high-level controls for editing the mesh.

See Cutout Editor for more general information about this tool.

Points

The Points tools allow you to add, move, and delete vertices in the mesh. You can also generate a new mesh.

Control Description
Add/Move Add points by clicking in empty space. You can also move existing points by clicking/dragging them.
Select/Move Select multiple points by drawing a selection box around them. To move them, click and drag a selected point.
Remove Delete points.
Reset Clear all points.
Mirror Make the left and right side of the mesh identical. If you add a point on the right, a similar one is added on the left. Any points very close to the middle are snapped to the centerline. Deselect this property to disable the mirroring effect.
Generate Open the options to generate a new set of points. If you generate points, any existing points are removed. For the best results, use the Straighten options before you generate points.
Point density Approximate how many vertices you want in the final mesh. This is approximate, as more or fewer vertices may end up in the final mesh depending on what it had to do to generate the correct outline.
Slices Generate points in evenly spaced slices from bottom to top.
Slices with center line Generate points in evenly spaced slices from bottom to top, with an additional point in the center.
Adaptive Generate points evenly around the outside edge of the opaque parts of the current material.

Straighten

Straighten mode allows you to deform the texture UV space. See Straighten for more information.

Control Description
Straighten mode Enable Straighten mode where instead of moving points and anchors of the mesh, you will be moving around the UV space that will be shown when switching back to any of the other tools.
Make linear Force the center two points of the straighten curve to line up between the start and end points, making the straighten area a rectangle.
Reset Reset the straighten area to the entire material.

Anchors

The Anchors group allows you to add/edit mesh anchor points for where children will grow.

Control Description
Add/Move Add mesh anchor points by clicking in empty space. You can also move existing points by clicking/dragging them. Each anchor point has a white line coming from it that indicates the growth direction of anything placed there. You can drag the white dot at the end of this line to set this direction.
Remove Delete mesh anchor points.
Reset Reset the anchors to default (none).

Paint

The Paint group lets you paint masks, vertex colors, and separate sections onto the mesh.

Control Description
MaskPaint a mask to remove polygons from the mesh.
MarkPaint a mask.
EraseErase parts of the painted mask.
ClearClear all masking.
Vertex colorPaint a color onto the vertices. Choose the color from the Color Editor.
ClearOpen options to reset the colors.
Clear to blackClear any existing colors and paint all vertices black.
Clear to whiteClear any existing colors and paint all vertices white.
Clear to current colorClear any existing colors and paint all vertices the current color.
SectionPaint or remove sections that can be individually manipulated. This option currently only works on Frond generators. For more information, refer to Manipulate mesh sections.
New sectionAdd a new section.
MarkPaint a section.
EraseErase parts of the section.
ClearOpen options to clear or fill the section.
ClearClear all markings from the current section.
Clear to markedFill the current section with marking.
Delete current layerDelete the current section.
SizeSet the size of the brush.
AbsoluteThe brush size stays the same regardless of zoom level.
ScreenThe brush size scales as you zoom in and out.
FalloffSet the size of the falloff area on the brush. The effect gradually decreases across the falloff area. This option is not available with Mask painting.
Opacity marginEnable this option to stay within the bounds of the material’s opacity map. Use the slider to increase the paintable area around the opacity map.

Material

This option sets the material shown in the preview and affects the aspect ratio of the mesh created (to match the material). If you create a new cutout mesh by selecting the Edit button in the Materials Bar, this option will already be set to the correct value.

Control Description
Show color Display the color channel from this material, possibly modulated by the opacity.
Show opacity Display the opacity channel from this material, possibly modulated by the color.
Show height Choosing this option will make the height map from the material show, overriding any color or opacity.
Show all meshes If this material has multiple meshes assigned, this option will display them all in a different color so you can see everywhere this material is being used in meshes.
UV warnings Set the threshold for warning when there aren’t enough vertices in the mesh to accurately represent the UV space deformation when Straighten is being used. The warning displays as a yellow overlay.

Mesh options

Control Description
Snap threshold Control when points are automatically moved to avoid very skinny triangles in the mesh, which can cause sub-par results when the mesh is deformed with fold or curl.
TessellationChoose the tessellation style.
TriangularTessellate in a triangle pattern.
SplitTessellate in a triangle pattern and iteratively split the longest triangle edges to create a more regular mesh.
GridTessellate in a grid pattern.
Tess. amount If you wish to have more triangles in the mesh so it will work better for fold, curl, or other deformations, add them using the tessellation control. It will intelligently subdivide the existing triangles.
Refine edgesAdd tessellation to the outside edges of the mesh.
Angle If your texture/material isn't quite aligned with the y-axis, use this option to rotate the final mesh. The new y-axis is indicated by the orange line. You can also change the rotation angle with the Straighten tool.
Double-sided Occasionally you will want a double-sided mesh, which can often light better on things like palm fronds. This option will duplicate the mesh and flip the new one to face the other way.