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Before starting this tutorial, read:
Brush Physics is a PhysX Painter tool that spawns new objects above the surface and drops them using physics simulation. Each brush stroke uses the Scatter system to distribute sample points within the brush area, instantiates a prototype at each valid point raised by Position Offset Y, then lets physics run until the objects settle. This is different from the standard Advanced Brush: objects land where physics puts them, not where the scatter point is.

Step 1 — Open the MegaWorld Window and select Brush Physics

Press Alt + Z to open the MegaWorld Window. In the Tools Panel, click the + button and choose PhysX Painter → Brush Physics.

Step 2 — Add a Group and prototypes

In the Selection Panel, click Add Group. Inside the group, click Add Resource and choose Unity/GameObject or Terrain Object. Add the Prefabs you want to spawn.
Your Prefabs need Collider components so that the physics simulation can detect collisions with the terrain and other objects. Without colliders, objects will fall through the surface.

Step 3 — Configure the tool settings

In the Settings Panel, set:
  • Brush Size — the radius of the brush area where objects can land.
  • Position Offset Y — the height above the surface at which each object spawns before falling. The default is 30. Increase this for a longer drop; decrease it if objects are landing with too much energy.
  • Spacing — the minimum brush movement before a new stroke fires.
  • Physics Effects — the initial impulse applied to each object at spawn. Leave the force low (or zero) for a simple vertical drop.

Step 4 — Paint in the scene view

Move your cursor into the Scene View. A brush preview shows the area. Click and drag to paint — objects spawn above the brush area and fall onto the surface. They collide with the terrain and each other and freeze once physics settles.

Step 5 — Undo if needed

Press Ctrl + Z to undo. A full drag stroke is undone in one step after you release the mouse.

What’s next