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Trim Decals
Sander van Rossen edited this page Oct 24, 2026
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A trim decal lies on the edge between two surfaces: the lower half of its image on the first surface and the upper half on the second, like a trim along the corner between a wall and a floor. It follows the edge when either brush changes.
Set the decal's Shape to Trim.
- Pick Edge: click a surface close to one of its edges in the scene view. The trim goes on that edge, between the surface and the one that meets it there. Shift-click adds another edge to the trim's chain; Escape stops.
- Place Where Materials Meet: puts a copy of the trim on every edge in its model where a surface with its first surface's material meets one with its second surface's material (currently edges within one brush).
- First Surface and Second Surface can also be set by hand.
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Fill:
- Stretch: one image over the whole edge.
- Repeat: the image repeated at its length from the edge's start, the last one cut short.
- Fit: the whole number of images nearest to what fits, stretched to fill the edge.
- Single: one image at its length, round the decal's position (move the decal along the edge to place it).
- Edge Length: the image's length along the edge.
- Size: the image's size across the edge, over both surfaces: each half reaches half of it into its surface.
- Mirror: the image's lower half on both surfaces, mirrored across the edge, so the trim looks the same on either side.
- Image: the whole texture, or a tile of the material's Hotspot Mapping layout (an image in a trim sheet).
A chain of edges runs round corners. Where two edges of a chain meet on one surface, the trim is mitred along the line halving the corner; closed chains are mitred all the way round.
See also Decals.
Building geometry
- Real-time CSG
- Operations
- Generators
- Hierarchical CSG
- Subtractive Workflow
- Prefabs
- Drawing 2D Shapes
- Brush Contents
Precision
Surfaces and texturing
Output