Studio and Graph
Sculpt Tools
The brushes and tools that appear in the viewport when a sculpting node is selected, and every setting behind them.
These are the brushes and tools that appear in the viewport once you select an interactive node such as Sculpt Mesh. They are not settings you dial in ahead of time and run once - you work with them live, dragging and stamping in the viewport, and nothing is written back to the graph until you press Accept.
A sculpting node's UI is spread across four places:
Accept commits
Accept and Cancel sit bottom-centre of the viewport while any tool is active.
- Accept - "Apply the active tool's pending changes and propagate the result to the node's output pin(s)." This is the only thing that writes your strokes to the node's output.
- Cancel - "Discard the active tool's pending changes and exit the tool without writing to the node's output pin(s)."
Nothing you do with a brush is visible outside the node until you press Accept.
Sculpting needs a real GPU. Every sculpt tool runs as a compute shader, and there is no CPU fallback: on a device that does not report Shader Model 5 (DirectX 11) or newer, sculpting refuses to run rather than running slowly.
In this section
- The Brushes - every tool in the tower, what it does to the mesh, and its default shortcut.
- Brush Settings - the Size, Stroke and Advanced settings shared by every brush, plus falloff, Indicator and Material.
- Symmetry - mirroring strokes across an axis, and why the origin follows the mesh.
- Masking and Selection - painting, marqueeing and filtering which vertices a brush is allowed to reach.
- Stamps, Alphas and VDM - texture stamps, the brush library on disk, and vector displacement maps.
- Sculpt Layers - the stack every stroke records into, and why sculpting starts out blocked.
- Sculpting Shortcuts - mouse gestures, keyboard defaults, undo, and the on-screen hints.
Studio and Graph › Sculpt Tools
The Brushes
Every brush, action tool and gizmo tool the sculpt tower offers, what each does to the mesh, and the settings it adds.
This is every tool the Sculpt Mesh node's tool tower offers. Shortcuts below are the palette defaults - the ten slots (keys 1-9 then 0) are user-editable in Edit > Settings > Shortcuts > Brush Palette, so treat every key here as a starting point, not a fixed binding.
A None button always sits at the top of the tower, on every node. It is not a tool - it just puts down whichever brush is active.
A few things worth being plain about:
- Move, Grab, Sculpt, Smooth, Inflate, Pinch, Plane, Flatten, Clay, Scrape, Fill, Restore, Project, Displace, Blend, Scale and Twist are brushes - you drag or stamp on the mesh with the cursor.
- Laplacian Smooth, Mirror and Delta Mush are action tools, not brushes: selecting them arms no cursor stroke, only the buttons in their floating panel.
- Transform and Lattice Deformer are gizmo tools: selecting them spawns a manipulation gizmo or a cage instead of a brush cursor.
- Plane and Flatten are the same tool. The node maps both entries to the same dispatch, so there is nothing Plane does that Flatten does not.
Animation Sequence Sculpt and Geometry Cache Sculpt offer this same tool set minus Lattice Deformer and Delta Mush.
Settings panels
The tools below open a floating panel of their own. Every other tool in the table above has no settings beyond the shared Brush Settings.
Grab also uses the shared Depth setting to sink its capture centre below the surface.
Button: Apply Smoothing runs the smooth over the whole mesh, or the current selection if one is masked.
Buttons: Apply Restore (whole mesh or selection), a Right/Left/Up/Down/Front/Back side dropdown paired with Restore Side, and a section list paired with Relative Restore. A second, Relative Restore panel adds Attempt Clip Fix (off) and Clip Offset (0.01).
On the brush itself, Preserve Location is not applied - the GPU brush always restores toward the unshifted baseline. It only takes effect on the whole-mesh Apply Restore action.
Grid-snap pills for Translate, Rotate and Scale appear in the viewport toolbar while this tool is active.
Also a section list, and an Apply Project button that stays disabled until a Reference or a picked section resolves.
The full settings table lives on Stamps, Alphas and VDM, since most of them only matter once you turn on Vector Displacement. In brief: Selected Texture picks what to displace with, Magnitude scales the effect, and Vector Displacement switches the brush from a grayscale height stamp to a true tangent-space VDM stamp.
Buttons: Apply Laplacian and Apply Fix Spikes.
Button: Apply Blend. As with Restore, Preserve Location is honoured only by the whole-mesh action, not by the GPU brush.
Button: Mirror.
Settings are session-only - they reset the next time you activate the tool, rather than being remembered between sessions.
Button: Delta Mush.
Buttons: Regenerate Grid and Reset to Initial.
Studio and Graph › Sculpt Tools
Brush Settings
Size, strength, falloff and the rest of the shared brush controls, including how brush radius is actually computed.
The Brush pill in the viewport toolbar holds the settings every brush shares, in three groups: Size, Stroke and Advanced. They apply no matter which brush is active.
Size
Size is a fraction until you turn Specify Radius on. With Specify Radius off, Size is not a world-space number - it is a 0 to 1 fraction remapped against the mesh's own bounding box: radius = 0.5 * lerp(MaxDim * 0.01, MaxDim, Size), where MaxDim is the mesh's largest bounding-box dimension. At Size 0 that is half of 1% of MaxDim, at Size 1 it is half of MaxDim itself. That is why the same Size value gives you a small brush on a small prop and a huge one on a building - it scales with whatever you are sculpting. Turn Specify Radius on and the Radius field is used exactly as typed, in world units, so it stays comparable between meshes.
Stroke
Depth is only used by a couple of tools - it acts as an inward crease bias on Pinch, and it sinks the capture centre below the surface for Grab and Move. Other brushes ignore it.
Advanced
Falloff types
The Falloff Type dropdown offers eight shapes: Smooth, Linear, Inverse, Round, Box Smooth, Box Linear, Box Inverse, Box Round.
The four round falloffs share one shape: everything within (1 - Falloff) * Radius of the brush centre is at full strength, then a ramp to the edge:
Box falloffs measure distance to an axis-aligned box in a surface-oriented frame instead of to the brush centre, so the footprint reads square rather than round. That box is still clipped to the brush sphere, so a Box brush has its eight corners sliced off and shows a hard step where the cut happens. Both are deliberate, not a bug.
Indicator pill
The indicator only shows on a real mesh hit - it hides as soon as the cursor leaves the surface, and in marquee mode.
Material pill
General preview settings, grouped into Wireframe and Material.
Tension mode is live while you sculpt - the preview recomputes the tension colour after every deform. Focus and Tension modes also turn shadow casting off on the preview mesh.
Studio and Graph › Sculpt Tools
Symmetry
Mirroring strokes across an axis, and why the symmetry plane keeps tracking the mesh after you move it.
The Symmetry pill in the viewport toolbar mirrors your strokes across an axis, so a stroke on one side of the mesh is applied to both at once.
Its label changes with the state: plain Symmetry when it is off, then Symmetry: X, Symmetry: Y or Symmetry: Z once it is on and an axis is set, or Symmetry: ON if it is on with no axis. Its tooltip is "Symmetry settings - toggle ({0}), cycle axis ({1})" with your current key bindings filled in.
Settings
Keys
Both keys, like the rest of the sculpting shortcuts, only do anything while a brush tool is active.
The origin follows the mesh
Symmetry Origin is an offset, not a fixed world point. The symmetry plane's actual position is recomputed as the live mesh's bounding-box centre plus Symmetry Origin, every time you activate the tool, toggle or cycle symmetry, commit a stroke, or undo/redo. That is what keeps the mirror lined up after the Transform tool moves the mesh - if the origin were a fixed world-space point, moving the mesh would throw symmetry off-centre.
The symmetry plane overlay
While symmetry is on, a translucent rectangle with a 4x4 inner grid is drawn on the symmetry plane, sized to the mesh's bounds plus 10%, and the brush indicator gets a second ring at the mirrored position. This overlay has its own switch, independent of symmetry itself, in Settings > Theme > 3D Viewport, and its own colour (default RGBA 0.25, 0.80, 1.0, 0.50 - a translucent light blue). Turning the overlay off does not turn symmetry off - it only stops drawing the plane.
Studio and Graph › Sculpt Tools
Masking and Selection
Paint a mask to limit where the brushes bite, then grow, shrink, blur or invert it. Nothing painted means the whole mesh is editable.
The polarity rule. The mask here is an isolate/include mask, not a ZBrush-style freeze mask. With nothing painted, the whole mesh is editable. As soon as you paint anything, only the painted area is editable, and a partially painted (feathered) area is affected partially. There is no separate "protect" paint - painting always defines what brushes CAN touch, never what they cannot.
The Weights input pin states the same contract in its own tooltip: "1 is full strength, 0 is frozen, in between feathers."
How to mask
The mask overlay is not tied to mask-paint mode: it shows whenever paint mode is on, or whenever a mask already exists - so leaving mask mode to go sculpt does not hide the tint.
Filter operations
Five GPU operations plus Boundary select, all in the Masking block:
Grow and Shrink can step by world distance instead of by vertex ring - see Grow Shrink By Distance below.
Masking settings
The Weights pin seeds the mask
The Weights input on Sculpt Mesh is how you feed in a mask from elsewhere in the graph, rather than painting one by hand:
When you wire a weight map into Weights, its graded values are uploaded verbatim as the starting mask - so a wired weight map IS the starting mask, feathering included. It takes effect when you select the Sculpt Mesh node, not continuously, and if you also edit the mask by hand afterwards, your edit wins.
Studio and Graph › Sculpt Tools
Stamps, Alphas and VDM
Stamp a grayscale alpha through the brush falloff, or stamp a vector displacement map that can produce real overhangs.
The Alpha pill
Every brush except Displace shows an Alpha pill in the viewport toolbar (Displace has its own texture picker in its panel instead). The pill's label is Alpha when nothing is chosen, or Alpha: {name} once you have picked one.
Once an alpha is active, the on-surface brush indicator swaps from a plain sphere to a flat quad showing the texture, oriented exactly as the stamp will be laid down.
The brush library on disk
Alphas and VDMs are read from two folders:
- Shipped - inside the plugin, under
Resources/Alphas.
- User -
%LOCALAPPDATA%/MeshMorpher/Alphas. This is deliberately outside the install directory, which is read-only for a normal user when the app is installed under Program Files - drop your own files here and they show up alongside the shipped ones.
Both folders are published into the graph's texture registry automatically, so anything in them appears in the Alpha and Selected Texture dropdowns without needing a Load Texture node. The shipped library itself is listed right there in the dropdown - open it to see exactly what your build includes, rather than relying on a fixed count here.
Which format goes in which folder is decided by file extension, not by sub-folder, so your own sub-folders work the same way:
- Alphas - 8-bit grayscale PNG (BMP, TGA and JPG also work; 16-bit grayscale and colour sources are accepted and reduced to Rec.709 luma). White is full brush strength, black is no effect.
- VDMs - OpenEXR, 16-bit half float, 4-channel RGBA, ZIP-compressed. A 1-channel grayscale EXR is rejected as a VDM.
Every shipped alpha except Alpha_HardCircle fades to black before the image border, because the brush maps the stamp footprint onto the whole 0-1 UV square - an alpha that is still bright at its border would stamp a hard square edge into the mesh. Keep the same margin in anything you author yourself.
The VDM convention
A vector displacement map replaces the brush's height dome with real, directional offsets. The convention (Native source space):
- Space - tangent/stamp space. Red is the offset along the stamp's U axis, green along V, and blue along the outward surface normal (positive blue = outward). Alpha is unused and written as 1.0.
- Values - signed and zero-centred: 0.0 means no displacement.
- Units - fractions of the stamp footprint's diameter. The shader multiplies by
2 x Radius, so a blue value of 0.25 lifts by half the brush radius - which is why authored VDM values look small.
- Midpoint - derived, never a setting you configure: a float pixel format uses 0.0 as the midpoint, anything else uses 0.5. If an 8-bit VDM has sRGB enabled on its Load Texture node, you will see the toast: "VDM stamp '{0}' has sRGB enabled on its Load Texture node - disable sRGB there, or the gamma-decoded gain will warp the displacement."
Displace's settings persist between sessions, the same as every other tool's stored settings.
Two buttons sit below the panel:
- Displace - runs the whole-mesh, UV-based height displace. It stays disabled unless mask-paint mode is off, the mesh is loaded, GPU sculpt data is ready, and Selected Texture resolves to something real.
- Fit Amplitude - visible only when Vector Displacement is on, and enabled once a VDM texture resolves. It reads the map on the CPU and sets VDM Amplitude Scale so the peak displacement lands at a sane fraction of the stamp footprint.
The VDM stroke is not a normal stroke
With Vector Displacement on and a texture resolved, the Displace brush switches to a drag-to-scale gesture (the ZBrush "DragRect" pattern) instead of a normal spaced stroke:
- The press anchors a single stamp on the surface.
- Dragging out grows it, dragging back in shrinks it, and the drag direction rotates it.
- The radius has a floor of 0.02x and a cap of 20x the brush size at the moment you pressed.
- A press-and-release inside 0.05x - effectively a plain click - reverts the whole stroke and commits nothing.
In this mode, Strength, pressure and brush size are deliberately ignored: the drag is the size, and the map is the shape. Only Magnitude scales the result. Ctrl inverts it.
A normal brush stroke, by contrast, re-stamps repeatedly as you drag, spaced and scaled by Strength, Spacing and brush size the same as every other brush. A grayscale texture (or Vector Displacement left off) always uses the normal stroke engine.
If the mesh under the stamp is too coarse to carry its detail, you will see the toast: "The target mesh is too coarse for this VDM stamp's detail - subdivide under the stamp."
Studio and Graph › Sculpt Tools
Sculpt Layers
Every stroke records into the active layer. The stack starts empty, so sculpting waits until you add one.
Every stroke you make records into a layer in the Sculpt Layers stack, in the Details panel. The stack is per node.
The stack starts empty, and sculpting is refused until you add a layer. Selecting a fresh Sculpt Mesh node opens a new layer session with nothing in it. Try to sculpt before adding one and you get the toast "No active sculpt layer - add or select a layer in the Layers panel to sculpt." instead of a stroke. Mask painting is not affected by this gate and works with zero layers - it is a selection, not a content edit.
The panel's empty state spells out the same thing: "No layers - sculpting is disabled. Add a layer to start sculpting (every stroke records into the active layer; per-layer strength, visibility, delete)."
New layers are auto-named "Layer N". The recording layer is whichever one you last clicked (or duplicated, or added) - every stroke goes into that one until you click a different row.
Sculpt layers do not have blend modes - that control belongs to paint layers only.
Saving
The whole stack - every layer, its strength and its visibility - is written into the node when you press Accept, and is restored the next time you select the node and reactivate the tool.
Studio and Graph › Sculpt Tools
Sculpting Shortcuts
Mouse gestures, modifier keys, the hold-and-drag adjustments, the radial brush menu and what undo covers.
All bindings below are the defaults. Every one is remappable in Edit > Settings > Shortcuts, category "Sculpt Brush" for the keyboard commands, or "Brush Palette (number keys 1-9, then 0 + radial menu)" for the ten quick-select slots.
Mouse
Keyboard
The symmetry, mask and lazy-mouse keys only do anything while a brush tool is active - they are no-ops for gizmo tools (Transform, Lattice Deformer) and for action-only tools.
Hold-and-drag adjust
While B, N or T is held, a small pill (220x64) follows the cursor showing which value you are editing and its live number to four decimal places: BRUSH SIZE with a cyan dot, FALLOFF with a violet dot, or STRENGTH with an orange dot. The step per pixel of mouse movement for the Size adjust is the Step Size setting.
Hold Space over the viewport to fan the ten palette brushes out around the cursor. Move into a wedge and release to pick it, or press Escape to cancel without picking anything. The menu's centre shows the name of whichever brush you are currently hovering, or "Pick a brush" while the cursor sits in the small dead zone in the middle.
Undo
One undo entry is pushed per stroke, when the stroke commits on release - not continuously while you drag. Each entry is labelled with the tool that made it: "Move Brush", "Sculpt Brush", "Inflate Brush", "Pinch Brush", "Flatten Brush", "Clay Brush", "Scrape Brush", "Fill Brush", "Smooth Brush", "Restore Brush", "Grab Brush", "Scale Brush", "Twist Brush", "Project Brush", "Blend Brush", "Laplacian Smooth", "Mirror Deltas", "Delta Mush", "Displacement", "Transform" and "Lattice Deform" (anything else falls back to "Brush Stroke").
Mask painting is not undoable. It is a selection, not a mesh-data edit, so it never pushes an undo entry. Ctrl+Z after painting a mask undoes the last mesh edit, not your paint.
Undoing or redoing a stroke also re-derives the symmetry plane, so the mirror keeps tracking the geometry correctly.
On-screen hints