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Before starting this tutorial, read:
The Grass Brush lets you paint Unity Terrain detail layers — grass, flowers, and mesh details — directly in the scene view. It gives you manual control over exactly where detail appears, while using the same density and filter systems as the Grass Stamper.

Before you begin

You need:
  • A Unity Terrain in your scene with at least one detail prototype configured in the Terrain Inspector.

Step 1 — Open the MegaWorld Window and select Grass Brush

Press Alt + Z to open the MegaWorld Window. In the Tools Panel, click the + button and choose Grass Brush, or click an existing Grass Brush instance.

Step 2 — Add a Group and prototypes

In the Selection Panel, click Add Type. Inside the Group, click Add Resource and choose Unity/Terrain Detail. Assign a detail prototype that matches one already registered in the Unity Terrain Inspector.

Step 3 — Configure Spawn Detail Settings

In the prototype settings, expand Spawn Detail Settings:
  • Density — maximum detail count per terrain cell.
  • Use Random Opacity — adds variation so painted cells get different counts, breaking up a uniform look.
  • Failure Rate — randomly skips some cells for a more organic, sparse result.

Step 4 — Add Mask Filters (optional)

Add Mask Filters to restrict painting by height, slope, or terrain texture. Filters are evaluated per stroke, so moving the brush to a slope that fails the filter will produce no detail there.

Step 5 — Paint in the scene view

Move your cursor into the Scene View. A brush preview shows the area that will be affected.
  • Click to paint once.
  • Click and drag to paint continuously.

What’s next

  • Use Grass Stamper to fill large areas automatically with the same Group settings.
  • Use Object Brush to paint trees or rocks in the same session.
  • Read the full Grass Brush reference documentation.