Fill
The paint bucket. Click and an area floods with the current color, in one of six modes.
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Fill is a single click, and the camera stays free to orbit while it is selected. What gets filled depends on the mode, and what it fills with can be a solid color, a triplanar texture, or a radial or linear gradient.
Modes
- Model - Fills every polygon of the whole model at once, across all meshes. Click anywhere. The click point sets the center of a radial gradient.
- Mesh - Fills only the currently selected mesh, from the Meshes panel selection, and nothing else.
- Islands - Fills every polygon edge-connected to the one you click. It crosses UV seams, so a part fills as a part. Vertices are welded by exact position, and a shared edge is what joins two polygons into one island.
- Poly - Turns the tool into a brush. Drag and every mesh triangle the brush sphere overlaps fills whole. Brush Size sets the sphere.
- Color - The screen-space magic wand. The flood spreads across pixels close enough to the one you clicked.
- Groove - Click the valley of a panel line and the paint runs the length of that groove and stops at its walls. It follows bends and crosses UV seams, and hovering previews the run before you spend it. It needs a moment to read the surface the first time.
Option bar
- Tolerance - 0.00 to 1.00, Color mode only. How close a pixel's color must be to the clicked pixel to be included. Default 0.15.
- Over - 0 to 10, Color mode only. How far the fill reaches past where the color match stopped. 0 stops there and keeps the existing anti-aliasing. 1 overwrites the anti-aliased edge up to the solid line. 2 and up go that many pixels further into the line itself, which is what clears the gray rim a soft wide glow leaves behind. The steps are capture-space pixels, so on a large viewport one step is worth more than one screen pixel.
Both chips are dimmed but keep their slot in the other five modes.
Filling with a gradient
With the gradient turned on, a single click bursts a radial gradient from the click point, and a press-and-drag computes the flood at the press and runs a linear gradient from press to release, with a preview line during the drag.
Notes
- What it fills with, in order of precedence: masking tape, then the gradient, then the current texture as a world-anchored triplanar at the brush's Tile Size multiplied by the brush color, then the solid brush color.
- Islands fills also fill the piece under the mirrored ray when symmetry is on, and both sides are one undo step. Color mode floods from this camera's view.
- Color mode captures the visible model unlit and paints what you can see from this camera.
- Skip steep faces affects every screen-projected fill and additionally angle-limits the Islands walk.