Repository navigation
Masking & Face Groups
Masking and Face Groups give you precise control over which parts of your mesh can be modified, transformed, or displayed, protecting delicate details while you work on adjacent areas.
Masking assigns an attenuation value between 0.0 (completely unmasked, full brush influence) and 1.0 (fully masked, 100% immune to brushes and gizmo transforms) to each vertex. Masked regions appear as a semi-transparent dark charcoal overlay on the viewport.
| Action | Shortcut | Description |
|---|---|---|
| Paint Mask | Hold Ctrl + Left-drag |
Paints mask directly on surface vertices under the cursor. |
| Erase Mask | Hold Ctrl + Alt + Left-drag |
Erases mask back to unmasked white. |
| Box Mask | Hold Ctrl + drag from empty space |
Drags an orthogonal screen-space rectangle to mask through the entire mesh. |
| Lasso Mask | Hold Ctrl + Shift + drag from empty space |
Draws a freehand lasso contour to select complex silhouettes. |
| Invert Mask |
Ctrl + A (or Ctrl + click empty space)
|
Flips masked and unmasked regions. |
| Clear Mask |
Ctrl + Shift + A (or Ctrl + drag small empty stroke)
|
Removes all masking completely. |
| Blur Mask |
Ctrl + click on masked surface |
Softens the mask border for gentle gradient transitions. |
| Sharpen Mask |
Ctrl + Alt + click on masked surface |
Increases mask contrast, snapping blurry borders to crisp edges. |
In the Masking panel:
- Mask from Cavity: Automatically calculates curvature and masks only deep crevices, wrinkles, and valleys.
- Mask from Peaks: Masks high apexes and crests, leaving depressions unmasked.
- Use Case: Mask from Cavity, invert the mask, and use the Smooth or Polish brush to smooth high plateaus without erasing fine engraved wrinkles.
Face Groups partition a mesh into color-coded topological regions. They allow you to rapidly mask, isolate, hide, or transform distinct anatomical components (such as fingers, ears, lips, horns, or clothing straps) without having to separate them into disconnected mesh objects.
+--------------------------------------------------------------+
| [Face Group: Head] (Teal) |
| [Face Group: Left Ear] (Orange) --> Click to isolate & sculpt|
| [Face Group: Right Ear] (Yellow) |
| [Face Group: Neck & Torso] (Purple) |
+--------------------------------------------------------------+
-
Convert Mask to Face Group (
Ctrl + W): Paint any mask on your mesh, then pressCtrl + W. The masked area is assigned a distinct new color group and the mask is cleared! - Group by Normal Angle: Automatically clusters coplanar faces into distinct face groups based on an angle threshold (ideal for mechanical and hard-surface models).
- Group by UV Islands: Generates a unique face group for each UV unwrapped island.
- Face Group Brush: Directly paint color group IDs across vertices.
-
Isolate Face Group: Press
Ctrl + Shift + Clickon any face group to hide the rest of the model, leaving only that group visible for high-performance unobstructed sculpting. -
Invert Visibility: Press
Ctrl + Shift + Clickon empty space to invert the hidden state. -
Unhide All (
Alt + H): Restores the entire mesh to full visibility.
-
Mask Group: Hold
Ctrland double-click any face group to instantaneously mask that entire group. - Mask Boundary Smooth: Automatically blurs mask borders along face group seams to prevent harsh stepping during transforms.
OxyBrush is an open-source multiresolution digital sculpting tool written in pure Rust with wgpu. Visit the GitHub repository or download the latest version from Releases.
Getting Started
Sculpting & Workflow
- Sculpting & Brushes
- Subdivision Levels
- Topology & Remeshing
- Masking & Face Groups
- Posing & Transform Gizmo
- Vertex Color & Materials
Scripting & Extensibility
Pipeline & Production