Masks
Masks scale displacement from 1 (full Texture height) to 0 (leave the vertex where it is). Angle, surface paint, and feather multiply together.
Paint starts in Draw (circle brush). The mesh is bare until you paint — empty include means no texture. All textures every face; None clears the active layer; Invert swaps painted / unpainted. Icon tools sit at the top of the Texturize dock and as a compact HUD in the viewport (including mobile). Esc leaves paint (orbit only).
The preview shader shows texture only on painted faces. Unpainted faces stay the material color. A light green tint marks the current layer’s include set while you draw.
By angle — skip lids
Angles are measured from the flat face normal vs world up/down. A face pointing straight down is 0° from the bottom axis.
Angle masks
Bottom (°)- Skip vertices whose normal is within this angle of down (−Z). Range 0–90, default 5. Keeps the bed face printable on the starter cube. Raise toward 20–30° if a shallow chamfer still textures.
Top (°)- Skip vertices whose normal is within this angle of up (+Z). Default 0 (off). Use 5–15° to keep a lid smooth for stacking or a lid-fit.
Transition- Not an angle cut — triplanar blend sharpness (0–1, default 0.5). Higher values make the three planar projections split more like cubic mapping. Details on the Mapping page.
Feather (below) also softens the angle cut: the band is widened in millimetres and shaped by the Curve.
By surface — paint the selected layer
Each texture layer has its own include mask. Brushing paints the selected layer. On the starter cube and imported STL/OBJ, paint stores welded preview triangle ids. On a live Mesh Sculptor / Node mesh, paint stamps a UV mask because triangle ids change when the source remeshes.
Paint tools
Draw- Circle brush (default). World millimetres; radius slider in the dock. A circle follows the cursor. Wheel still zooms the camera. F is Fit to Model, not brush size.
Erase- Same brush, subtracts from the include set. Ctrl or Shift also erase while Draw is on.
Fill- Flood from the hit triangle across neighbours whose shared-edge dihedral is under Crease (default 30°). Stops at a cube corner. Double-click is To crease.
Face- Flood at 1° — the whole coplanar CAD side (both triangles of a cube face). Double-click then To crease at the Crease slider.
All / None / Invert- All fills every triangle. None clears the active layer (bare mesh). Invert is the complement of the current include set.
Select (secondary)
Grow- Add the next ring of faces across edges smoother than Crease. On a cube at 30° this never jumps a 90° corner.
To crease- Keep growing until the next sharp edge (Fusion-style tangent select). Double-click Face/Fill in the viewport does this from the click.
Shrink- Peel the outer ring (faces with an unselected neighbour or a mesh-boundary edge). A two-triangle cube side shrinks to empty.
Similar- Every face whose unit normal is within Crease of any selected face — global, not adjacency. Both cube lids if you picked the top; not the walls.
Linked- The whole connected shell (all 12 cube triangles).
Crease (°)- Shared stop angle for Fill, Grow, To crease, and Similar (1–90, default 30). Face clicks still flood at 1°.
Live modules (UV stamp)
When Live module is connected:
- Draw / Erase / Fill / Face still show, but hits write a grayscale UV image, not triangle ids.
- Grow / Shrink dilate / erode that image. Invert inverts it. To crease / Similar / Linked are disabled (no stable triangle mesh).
- Brush size is mapped into UV space. Ctrl / Shift paints 0 (erase).
- Switching live → cube/STL clears the UV stamp. Cube/STL → live clears face ids. Euler / Place on Face keep face ids.
Texture layers
Stack more than one heightmap. Projection / Size U-V are shared. Each layer has its own map, height, invert, and include mask. Preview samples the first four visible layers; extra layers stay in the recipe and still bake on Export Mesh. Overlapping includes add amplitudes.
Smooth mask
Feather
Feather (mm)- Softens the export angle-mask boundary (0–10, default 0). Preview uses a cheap
fwidthedge on the GPU mask so the cube does not alias. Surface-paint ids stay binary per face in the viewport; export unique-position displace averages incident face masks, so a cube edge between painted and unpainted still moves a little — a vertex ring, not a CAD split. Curve- How the export feather band falls off. Ease-In (default, quadratic) — slow start, then a firm cut. Linear — even ramp. S-curve — smoothstep, gentlest shoulders.
Clear all masks
Removes every layer’s include face list and UV mask image. Does not reset Bottom, Top, Transition, Feather, or Curve.
Re-importing an STL also clears face-id paint (the new triangulation would not match). Euler reset does not.
Related
- Texturize overview
- Texturize tutorial
- Mapping — Transition and Cap blend
- Preview and export