LODinize Helpv1.0

Selection & mask painting

Masks tell the simplifier where detail matters, what to protect and what may be removed. You can paint them directly on the mesh, or select triangles and UV islands first and turn the selection into a mask.

On this page

Selection

Selection menu
The Selection menu with Island mode active.
Menu itemPurpose
Enable SelectionTurns picking and highlighting on. Turn it off to hide the selection overlay (for example after you created a mask from it).
Triangle / IslandPick single triangles, or whole UV islands (connected pieces of the texture layout).
Refine within selected islandsLimit triangle picking — and Select All / Clear / Invert — to the islands that are currently selected.
Lock SelectionKeep the current selection from changing.
Select All, Clear Selection, Invert SelectionAs named.
Create Mask from SelectionTurn the selection into a new mask layer.

Selecting works in both the 3D viewports and the Atlas Editor. Hovering or clicking in one highlights the same triangles in the other, which makes it easy to reach geometry that is hidden on the model (inside the mouth, under clothing) but easy to find in the texture layout.

Two islands selected, shown in the atlas and on the mesh
Two islands selected (green) in the Atlas Editor; the same islands light up on the mesh.
Triangle selection painted on the chest
Triangle mode: a patch painted with Shift+drag…
The same triangles in the atlas
…and the same triangles in the atlas.

Highlight colours

Colour (default)Meaning
MagentaHover — a click would add this
OrangeHover — a click would remove this
TealHover on geometry hidden behind other geometry
GreenSelected
Dark greenSelected, but hidden behind other geometry

The colours can be changed in Settings > Selection highlight.

Create Mask from Selection

Selection > Create Mask from Selection adds a mask layer of type Remove made of the selected triangles. The confirmation shows how many triangles the mask would free at every LOD level, measured against the LODs you have now.

Create Mask from Selection confirmation with triangle counts per LOD
Removing 536 triangles of hidden mouth geometry frees 2–3 % of every level. After the next Generate LODs those triangles are spent on the geometry that remains.

Paint tab

Paint tab with brush, layers and selected-layer panels
The Paint tab: brush, layer list and the selected layer. The selected layer is shown as a tint on the original mesh.

Brush

ControlPurpose
Navigate / Paint / Erase / SmoothNavigate the camera without painting; add mask; remove mask; smooth the mask values.
Undo / RedoCtrl+Z / Ctrl+Y
Radius, StrengthBrush size and how strongly a stroke changes the mask. Small radii (around 1) are useful for precise corrections.
FalloffSmooth, Linear or Constant towards the brush edge.
MirrorPaint symmetrically.
X-rayPaint through to geometry behind the visible surface.

Layers and the selected layer

Layer list with a new Remove layer
A Remove layer created from a selection, next to three painted importance layers.

Mask layer types

TypeEffect on the LODs
ProtectKeep the painted area from being simplified.
Geometry importanceSpend relatively more triangles on the painted area (by its weight) — e.g. face and hands.
UV importancePreserve the texture layout more carefully in the painted area — e.g. where texture detail matters, like hair.
RemoveDrop the painted triangles from the generated LODs — for geometry that is never visible. Removed geometry does not count towards the measured error.

For a worked example see Removing geometry that is never visible.

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