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Advanced Brush is the main interactive painting tool in MegaWorld. You paint directly in the scene view while the same shared systems — filters, transforms, scatter, and overlap checks — that power the procedural tools run on every stroke.
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

  1. Move the cursor over the scene view. The brush circle shows the area that will be affected.
  2. Click to paint once at the cursor position.
  3. Click and drag to paint continuously. New spawn points fire as the cursor moves, spaced according to Spacing in Brush Settings.
For Terrain Object and Unity/GameObject groups, each stroke fires the full spawn pipeline: scatter samples are generated inside the brush area, each sample is raycasted to the surface, the mask filter (if any) is evaluated, fitness is calculated, and each object passes through transforms and overlap checks before being placed. For Unity/Terrain Detail groups, the brush paints terrain detail density. For Unity/Terrain Texture groups, the brush paints terrain texture strength up to Target Strength.

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.
Visualization settings are configured globally in Preferences.

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 0 to 1. Default is 1. 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.
For Unity/Terrain Detail groups:
  • Spawn Detail Settings — controls detail density painting.
  • Mask filter settings.
For Unity/Terrain Texture groups:
  • Mask filter settings.

Prototype-level controls

For Terrain Object and Unity/GameObject prototypes:

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.