3dSynth

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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 — 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:

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 fwidth edge 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.