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Author Topic: UV Mode Falloff?  (Read 1037 times)


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UV Mode Falloff?
« on: October 14, 2015, 08:36:05 PM »

my Question is, if its possible to use a falloff for the uv maps similar to the falloff (global properties) with the paint areas? the altitude range and the slope range doesn't help in this case!
The only option is the the threshold in the density menu!
generally i want to put water drops on a bottle :)

Or is there a possibility to work in xy mode and use the paint areas?

« Last Edit: October 14, 2015, 08:44:15 PM by OI2051 »

Michal Karmazín

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Re: UV Mode Falloff?
« Reply #1 on: October 15, 2015, 11:13:15 AM »

For these purposes, I would suggest you to combining multiple maps under a Mix / Composite map as described in this "Density by texture" post.

The X/Y mode (and therefore also the Paint Area(s)) on such a surface would be possible to use in case you'll "split" the distribution into two Forest objects (and this way each of them will "project" on one side). In case you'll decide to use this work-flow, please be careful with local coordinates system of used "base surfaces". Attaching screenshot.

Hope you'll find it helpful.

Best regards,


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Re: UV Mode Falloff?
« Reply #2 on: November 20, 2015, 06:14:14 PM »

thank you for the answer!
« Last Edit: November 21, 2015, 05:36:35 PM by OI2051 »