docs.run2go.idoptidrawAdvanced Draw Features
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OptiDraw Core System

Advanced Draw Features

OptiDraw Layer System, UDIM multi-channel support, Auto Mask Generator, Bake Mesh Data, and Pentab pressure sensitivity.

OptiDraw Layer System

The Layer System sits on top of the painting engines and adds non-destructive compositing. Each layer has an independent opacity, a blend mode (Normal, Multiply, Add, Overlay, Screen), and an optional per-layer mask. Layers are evaluated GPU-side at paint time, so the final result is always what you see.

OptiDraw Layer System Inspector & Layer Stack Controls
OptiDraw Layer System Inspector & Layer Stack Controls
Interactive Tag Inspector (4 items)
GPU-Evaluated Layer Blend Modes (Normal, Multiply, Add, Overlay, Screen)
Tag [A]

GPU-Evaluated Layer Blend Modes (Normal, Multiply, Add, Overlay, Screen)

ASelect Texture (Max 3)
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Highlight up to three textures (Color, Normal, and Mask/CNM) in your Project window. You must select at least one, but no more than three, to ensure the Optidraw Layer is generated correctly.

Interactive Tag Inspector (5 items)
Multi-Submesh Layer Separation & Reordering
Tag [A]

Multi-Submesh Layer Separation & Reordering

AHeader Submesh
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Click on the specific Submesh Header to access its dedicated layer settings.

  • Add / remove layers without losing paint data from other layers
  • Reorder layers via drag in the Layer Stack panel
  • Lock a layer to prevent accidental strokes
  • Merge visible layers down to flatten and reclaim memory

Animation Draw Mode

Painting on skinned and deformed meshes in real-time with frame scrubbers and animated preview interaction.

Animation Draw Mode Timeline Scrubber & Clip Controls
Animation Draw Mode Timeline Scrubber & Clip Controls
Interactive Tag Inspector (9 items)
Direct Painting on Live Skinned Mesh Renderers during Animation
Tag [A]

Direct Painting on Live Skinned Mesh Renderers during Animation

AAuto Detect
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The system intelligently identifies the Skinned Mesh Renderer component on your selected GameObject and automatically reveals the "Animation Draw" tab.

UDIM Multi-Tile Support

For meshes with UDIM layouts (UV tiles offset by integer values: 1001, 1002, 1003…), OptiDraw automatically detects which tile a brush stroke lands on and routes it to the correct RenderTexture. The result is seamless painting across multi-tile texture sets — the same workflow as Adobe Substance Painter UDIMs.

Integrated UV Viewer with Coordinate Navigation
Integrated UV Viewer with Coordinate Navigation
Interactive Tag Inspector (4 items)
UDIM Multi-Tile Offset Configuration (1001 - 1010)
Tag [A]

UDIM Multi-Tile Offset Configuration (1001 - 1010)

AMesh Info
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Displays comprehensive data about the connected mesh. This includes a list of available UV channels, identification of which channels support UDIM, and the total count of submeshes within the object.

Interactive Tag Inspector (3 items)
Seamless Painting Across Multi-Texture Sets
Tag [A]

Seamless Painting Across Multi-Texture Sets

AMaterial Mesh Data
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This section lists all the detected submeshes from your target object, allowing you to manage data for each individual material slot.

Auto Mask Generator

Generates paint masks procedurally from mesh geometry data, eliminating manual selection for common masking tasks:

  • Curvature mask — highlights ridges (convex) or valleys (concave)
  • Ambient Occlusion mask — baked AO approximated from mesh normals
  • Height mask — gradient based on world-space Y position within mesh bounds
  • Normal direction mask — paint only surfaces facing a chosen direction

Bake Mesh Data

Bakes the live OptiDraw paint state into static assets for runtime use. Bake targets:

  • Vertex colors → baked into the mesh asset (Mesh.colors32)
  • Texture paint → exported as PNG/EXR texture files linked in the material
  • Splat maps → baked into UV2/UV3 on the mesh asset

After baking, the OptiDrawData asset is no longer needed at runtime. Baked meshes and textures work with any shader with zero OptiDraw dependency.

Pentab (Stylus) Support

OptiDraw reads pressure and tilt data from Wacom and XP-Pen tablets via Unity's input system. Map pressure to brush Size, Opacity, or Hardness independently. Tilt can be mapped to stroke direction for calligraphic effects. Works in both Windows and macOS editors.