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Paint Fill

Paint Fill paints one layer onto a mesh: a color, and if you like its roughness, metal or glow, over the whole mesh or only inside its mask. Chain several to build up a paint job from the bottom layer up: a base coat, a darker bottom, lighter worn edges, grime in the corners. The mesh needs UVs, so put a Smart UV before the first paint node.

Mesh

The mesh to paint. It needs UVs, so add a Smart UV or Auto Unwrap first unless it already has them.

Mesh

The same mesh with this layer painted into its textures.

Parameter What it does Default
Paint Color Paints Color inside the mask. Turn it off for a layer that only changes roughness, metal or glow (on the Material tab). On
Color from Paint one flat color, or a picture you choose. Options: One color, Image One color
Color The paint color. Only used when Paint Color is on. Shown when Color from is One color. #d94d26
Image The picture painted onto the surface. Transparent pixels leave the paint below untouched. Shown when Color from is Image. None
Projection How the picture is laid on. Planar projects it straight onto the painted area from one direction; UV follows the mesh's own UVs. Options: Planar, UV Shown when Color from is Image. Planar
Direction The direction the picture is projected from. Auto picks the way the painted area faces. Options: Auto, X (side), Y (top), Z (front) Shown when Color from is Image and Projection is Planar. Auto
Fit What happens when the picture and the painted area have different shapes: Fill covers the area and crops the overflow, Fit shows the whole picture and leaves the rest unpainted, Stretch distorts it to match. Options: Fill (crop), Fit (show all), Stretch Shown when Color from is Image. Fill (crop)
Rotation Turns the picture, in degrees, counter-clockwise as you look at the surface. Shown when Color from is Image. 0
Scale Makes the picture bigger or smaller than the Fit gives. The picture never repeats. Shown when Color from is Image. 1
Offset X Slides the picture sideways, as a fraction of the painted area's width. Shown when Color from is Image. 0
Match colors Pulls the picture's colors toward the colors already on the mesh, so it sits with its surroundings. 0 leaves the picture as it is. Shown when Color from is Image. 0
Hue Shifts every color in the picture around the color wheel, in degrees. Shown when Color from is Image. 0
Saturation How vivid the picture is: 0 is gray, 1 leaves it as it is, above 1 is more vivid. Shown when Color from is Image. 1
Brightness How bright the picture is: below 1 darkens it, above 1 lightens it. Shown when Color from is Image. 1
Offset Y Slides the picture up or down, as a fraction of the painted area's height. Shown when Color from is Image. 0
Opacity How strongly the paint covers what is below: 1 covers it, lower values only tint it. 1
Mask Where the paint goes: Everywhere, a Face group picked by an attribute, a Gradient along an axis, or a band along sharp edges (Curvature). Options: Everywhere, Face group, Gradient, Curvature Everywhere
Attribute The attribute that picks the faces to paint, such as the tag a Boolean put on the faces it cut. Picked from the input mesh. Shown when Mask is Face group. None
Value The value of that attribute a face needs to be painted. Picked from the input mesh. Shown when Mask is Face group. 1
Axis The direction the gradient runs. Y goes from bottom to top. Options: X, Y, Z Shown when Mask is Gradient. Y
From Where the gradient starts, with no paint: 0 is the low end of the mesh along Axis, 1 the high end. Shown when Mask is Gradient. 0
To Where the gradient reaches full paint. Swap From and To to run it the other way. Shown when Mask is Gradient. 1
Edges Convex paints outer edges that catch the light; Concave paints inner corners where dirt collects. Options: Convex (highlights), Concave (crevices) Shown when Mask is Curvature. Convex (highlights)
Min angle How sharp an edge must be, in degrees, to get paint. 90 is the edge of a box. Shown when Mask is Curvature. 40
Band width How far the paint spreads from each sharp edge before it fades out. Shown when Mask is Curvature. 0.15
Resolution How detailed the texture is. Only the first texture node in a chain sets it; later ones use the same size. Options: 256, 512, 1024, 2048 1024

Set Color from to Image and choose a PNG, JPEG or WebP to paint a picture instead of one color: a poster on a board, a label on a crate, a logo on a shield. The picture is laid once over the painted area, which is the faces a Face group mask picks, or the whole mesh for any other mask. Planar projects it straight on from one direction, so it reads upright whatever the UVs look like. UV follows the mesh’s own UVs, which only suits meshes with clean UVs of their own, such as a Grid.

Fit decides what happens when the picture and the area have different shapes, and Rotation, Scale and the two Offsets adjust it from there. Transparent parts of the picture leave the paint below as it was, so a cut-out logo keeps the base coat around it.

If the picture looks pasted on, raise Match colors. It pulls the picture’s overall color and contrast toward the colors already on the rest of the mesh, so a bright photo of leaves settles in next to darker painted ones. Hue, Saturation and Brightness then adjust the result by hand.

The Material tab sets how rough, metallic or glowing the surface is inside the same mask. Each setting is off until you turn it on, so an unchanged layer leaves those qualities as they were.

Parameter What it does Default
Set Roughness Sets how rough or shiny the surface is inside the mask. Off
Roughness 0 is polished and shiny, 1 is fully matte. Only used when Set Roughness is on. 0.5
Set Metallic Sets whether the surface inside the mask is metal. Off
Metallic 1 is bare metal; 0 is everything else, such as paint, wood, stone or plastic. Only used when Set Metallic is on. 1
Set Emissive Makes the surface inside the mask glow, for lights, screens, runes or hot metal. Off
Emissive Color The color of the glow. Only used when Set Emissive is on. #ff9933
Emissive Strength How bright the glow is. Only used when Set Emissive is on. 1
  • Paint Masked: paint through grunge and other natural masks.
  • Smart UV: give the mesh UVs before painting.
  • Texture nodes: the other nodes that unwrap, paint and bake.