SpeedTree
    Show / Hide Table of Contents

    Cutout Editor toolbar reference

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

    Refer to 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.

    The Points section of the Cutout Editor toolbar.

    Control Description
    Add Add points by clicking in empty space. You can also move existing points by clicking/dragging them.
    Select Select multiple points by drawing a selection box around them. To move them, click and drag a selected point.
    Remove Delete points by clicking and dragging over them.
    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 option 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.
    Generate slices with center line Generate points in evenly spaced slices from bottom to top, with an additional point in the center.
    Generate slices Generate points in evenly spaced slices from bottom to top.
    Generate adaptive points 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.

    The Straighten section of the Cutout Editor toolbar.

    Control Description
    Edit 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.
    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.

    The Anchors section of the Cutout Editor toolbar.

    Control Description
    Add Add mesh anchor points by clicking in empty space. You can also move existing points by clicking and 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 by clicking and dragging.
    Reset Reset the anchors to default (none).

    Paint

    The Paint section of the Cutout Editor toolbar.

    The Paint group lets you paint masks, vertex colors, and separate sections onto the mesh. Use the Brush options to control how you paint.

    Control Description
    Mask Paint a mask to remove polygons from the mesh.
    Color Paint a color onto the vertices. Choose the color from the Color Editor.
    Section Paint 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 section Add a new section.
    Clear/Fill Choose clear or fill options that align with the selected paint mode.
    With Mask selected
    Clear Clear all masking.
    With Color selected
    Fill with black Paint all vertices black.
    Fill with white Paint all vertices white.
    Fill with color Paint all vertices with the current color.
    With Section selected
    Clear Clear all markings from the current section.
    Fill Fill the current section with marking.
    Delete current layer Delete the current section.

    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.
    Tessellation Choose the tessellation style.
    Triangular Tessellate in a triangle pattern.
    Split Tessellate in a triangle pattern and iteratively split the longest triangle edges to create a more regular mesh.
    Grid Tessellate 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 edges Add tessellation to the outside edges of the mesh.
    Tessellation If you wish to have more triangles in the mesh so it will work better for fold, curl, or other deformations, you can add them using the tessellation control. It will intelligently subdivide the existing triangles.
    Tess. style You may choose to tessellate using triangles, or to tessellate into a grid pattern.
    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.

    Brush

    Control the brush that applies or removes masks, vertex colors, or sections as determined by the Paint options.

    Control Description
    Mark Paint the selected option onto the mesh.
    Erase Erase the selected option from the mesh.
    Size type Set how the brush scales.
    Absolute The brush size stays the same regardless of zoom level.
    Screen The brush size scales as you zoom in and out.
    Size Set the size of the brush.
    Falloff Set 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 margin Enable 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
    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.
    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.
    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.
    Copyright © 2023 Unity Technologies
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX.