You can access the blueprint editor by clikcing the Edit button in the inspector of a cloth blueprint that's been previously generated. There's three main modes in the cloth blueprint editor, that can be acessed using the 3 buttons at the top:
In particle selection mode, you can select particles to modify their properties, create particle groups, and generate tethers. To select particles, click and drag over them in the scene view. To deselect particles, hold the shift key while dragging.
You can change the brush size by dragging the brush size slider. You can change the particle culling mode to one of three options:
There's also a few available tools that operate on the current selection:
You can get/set any property of the currently selected particles:
You can group together particles that have a special role or significance to you. For instance, you could create a group out of the 4 particles at the corners of a rectangular cloth sheet, to be able to later hang it from another object. Groups are mainly used when creating particle attachments, but can also be acessed at runtime in custom scripts.
To create a new group from the current selection, simply press the "+" button at the bottom right corner of the list. To delete a group, select it from the list and click "-". You can also select all particles in the group by clicking the select button (multi-selection of groups using the shift key also works), and you can replace the particles with the current selection by clicking set.
Tether constraints prevent particles in the cloth from separating from other particles, far away from them, acting as long-range distance constraints. They are generally used as a cheap way to minimize unwanted stretching in low-budget simulations.
To generate tethers, select one or more particle groups from the dropdown list, and click Generate tethers. This will tether all particles that aren't in any of the groups, to the closest particles in the groups. To delete all tethers, click Clear tethers.
In property painting mode, you can use brush tools to paint particle properties directly on the surface of the cloth. Enabling the mesh render mode is recommended to work when painting.
The brush has a inner and an outer radius. The brush opacity within the inner radius can be set by changing the brush opacity value. The opacity smoothly decays outside the inner radius, reaching zero at the outer radius.
Using "Brush mirror axis" and "Brush mirror space" you can mirror brush position in all 3 axis in world space or camera space.
Most properties offer 4 brush modes:
If there are some particles currently selected, you can enable selection mask. When the selection mask is active, the paint brush will only act upon the selecte particles. This is useful if you only want to paint some parts of the mesh.
You can import/export any property to a texture using these tools.
When loading property values from a texture, we need know how to map pixel values to property values. Obi maps linearly from the 0-255 pixel value range to a user-defined property value range.
When exporting color properties, all 4 texture channels are used. When exporting floating point properties, the maximum property value in the mesh is mapped to white pixels (255) and the minimum value to black pixels (0). Values are always stored in the red texture channel.
All three blueprint editor modes (selection, painting and texture import/export) have a "render modes" section. Here, you can change the render mode which determines the elements that should be drawn in the scene view. Some of the options are:
When the mesh render mode is active, the currently selected property (mass, radius, etc...) is mapped to a color gradient and used to draw the mesh. By default, the minimum and maximum property values are calculated and used to map values to a color gradient. If the "automatic property range" option is enabled, the gradient wwill range from the minimum value of the current property to the maximum. Otherwise, you can manually specify the property value range to use when drawing the gradient.