
Use CTRL+D to duplicate the current selection or press and maintain ALT while dragging any effect to duplicate it at a desired location: Quickly duplicate effect with keyboard shortcuts.Like with layers, effects are inserted above the current selection. Same as with any layer, the keyboard shortcut CTRL+C (copy)/ CTRL+X (cut) and CTRL+V (paste) can be used to copy effects based on the current selection. Copy and paste with the keyboard shortcuts.We also took the opportunity to rework the contextual menu and give access to more functionalities: Then right-click again on any layer and choose paste to move or create a copy of the desired effects. Right-click on any effect in the layer stack of a Texture Set and choose the cut or copy action. This means copying an effect from a mask into the content of a layer will automatically switch to the mask (or create one). This is because effects from the layer content and mask are not compatible with each other. Multi-selection is now possible as well to offer the possibility to copy and paste multiple effects at once.įor convenience, copying or moving an effect from a mask on a layer without one will automatically add one. New Copy and Paste of Layer Stack EffectsĮffects can now be copied across layers and layer stacks, the same way as regular layers. Painting with masked out geometry remains dynamic: if some geometry blocking the painting was initially hidden when the brush stroke was made and is then unmasked it will block again the previously made brush stroke. This option also applies to any kind of layer. This option allows to paint areas that were previously blocked or out of reach. When enabled, excluded geometry will be hidden (as well as other Texture Sets) to only show geometry that is included / paintable with the current layer. It is also possible to do rectangular selections by click and dragging to select multiple items at once.Īfter selecting geometry to mask out in the Geometry Mask, it is possible to enable the Hide/Ignore excluded geometry button at the top of the viewport (or by pressing the ALT+H shortcut). When editing the Geometry Mask, masked geometry is displayed with a gray and diagonal lines effect. Simply move the mouse over the part that should be visible/hidden and click on it to toggle its state. The Geometry Mask selection can also be changed in the 2D and 3D views. Like other list in the application it is possible to click and drag to enable/disable several items at once or event use ALT+Click to isolate an item. The list below defines which items are masked or not.The menu next to the number gives quick controls to select all or none of the items and even invert the current selection.The number above the list indicates how many meshes/UV tiles are unmasked over the total available.When editing the Geometry Mask, the properties window will display a list of the mesh names (or UV tiles) based on the geometry related to the current Texture Set. This dropdown is disabled and set to mesh name only in case a project doesn't use the UV Tile workflow. It is possible to choose between masking by UV Tile number or by mesh name. To exit the geometry mask click on the content or paint mask of the same layer.Īt the top of the Geometry Mask properties is a dropdown that controls the masking mode. To enter the geometry mask edition mode, simply click on the doted square at the right of a layer. The geometry mask follows the same logic as the other layer's contexts (like editing a mask or instanced properties). The Geometry Mask has its own contextual menu that allows to quickly select or deselect all its items but also to copy its values to another layer. By default it has no effect, meaning the layer is fully visible. The geometry mask is automatically available on any layer in the layer stack. Another benefit is that hiding geometry permit to paint on surfaces that weren't accessible before within a Texture Set, this avoids the need to split an object into several Texture Sets for example. It is also non-destructive as it doesn't store geometry information (like faces or vertices) but instead just the mesh name or the UV Tile number, so re-importing a mesh won't break the mask. This new tool is a better way of masking geometry than regular painting (or when using the Polygon fill) because it benefits from several engine optimizations. It is an evolution of the previously named UV Tile Mask that masked geometry based on UDIM numbers. The Geometry Mask is a new masking tool in the layer stack that allows to hide geometry based on mesh names or UV Tiles. For more details see the technical requirements. This release raise the minimum version supported of Ubuntu to 18.04 and MacOS to 10.14.
