New to Advanced Brush? Follow the step-by-step Advanced Brush — Getting Started tutorial first.
Supported resource types
Advanced Brush supports all four MegaWorld resource types:How it works
- Move the cursor over the scene view. The brush circle shows the area that will be affected.
- Click to paint once at the cursor position.
- Click and drag to paint continuously. New spawn points fire as the cursor moves, spaced according to Spacing in Brush Settings.
Features
Shared settings with Terrain Spawner
Groups and their settings are reusable. A Group configured for Terrain Spawner can be used directly in Advanced Brush without any extra setup. Build placement rules once, then use them in both procedural and hand-painted workflows.Live visualization
Advanced Brush draws a preview in the scene view while you hover:- With a Mask Filter active, the filter output is overlaid on the terrain inside the brush circle.
- With Simple Filter selected, a handle-based preview of the placement area is shown.
Spherical spawn support
Enable Spherical mode in Brush Settings to paint on non-terrain surfaces such as spheres or curved meshes. In spherical mode, Mask Filters are replaced by Simple Filter, and only compatible scatter algorithms are available.Tool-level controls
Advanced Brush has two tool-level settings blocks: Advanced Brush Tool Settings and Brush Settings.Advanced Brush Tool Settings
- Target Strength — controls how strongly terrain textures are painted per stroke, from
0to1. Default is1. Only visible when a Unity/Terrain Texture group is selected.
Brush Settings
See Brush Settings for brush size, spacing, jitter, mask type, and spherical mode settings.Group-level controls
For Terrain Object and Unity/GameObject groups:- Scatter Settings — controls how scatter samples are distributed inside the brush area.
- Mask Filters — restricts painting to specific height ranges, slopes, or terrain textures.
- Spawn Detail Settings — controls detail density painting.
- Mask filter settings.
- Mask filter settings.
Prototype-level controls
For Terrain Object and Unity/GameObject prototypes:- Success — per-prototype spawn probability.
- Overlap Check Settings — rejects placements that overlap existing objects.
- Transform Components — applies rotation, scale, and position variation to each placed object.
When to use Advanced Brush
Advanced Brush is best when you want:- direct scene-view painting with the same filter and transform logic as the procedural tools;
- manual art direction over where objects appear, while keeping system-driven variation;
- a mixed workflow where hand-painted areas need to blend with stamper-generated results.
Notes
- During a drag stroke, the brush spacing for Terrain Object and Unity/GameObject groups is clamped to at least half the brush size. This prevents excessive over-sampling at slow drag speeds.
- Different resource types expose different settings blocks even when used in the same brush session.
- For terrain textures, the brush paints strength values rather than spawning objects.
