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Authoring Workflow

QuickSDFTool is designed around one material slot at a time: select the mesh and slot, paint light/shadow masks across angles, then generate a threshold texture for the toon shader.

QuickSDF authoring pipeline diagram

Workflow Screenshots

Select mode active material slot overlay
Select active slot Select mode keeps the full mesh visible and marks the active material slot with the selected row and cyan viewport overlay.
Paint mode with Screen projection brush preview
Paint in Screen mode Paint mode shows Screen projection, the green brush preview, UV texture preview, and active slot context.
Quick SDF timeline controls and keyframes
Timeline Timeline thumbnails, seek lane, keyframe lane, and status badges stay visible while seeking or dragging keys.
Generated SDF threshold texture preview
SDF output The generated SDF threshold texture is the map consumed by toon materials.

Screenshot character model credit: 真冬 Mafuyu / Original 3D Model by ぷらすわん. Character design and 3D modeling: 有坂みと.

Controls

Input Action
LMB Drag Paint light/white
Shift + LMB Drag Paint shadow/black
Hold a stroke still Enter Quick Stroke after Quick Stroke Hold Time
Viewport Mesh / Material Click in Select mode Select the target mesh component and clicked material slot
Start Paint Enter Paint mode using the selected target mesh and material slot
F in Paint mode Focus the viewport on the current brush position; falls back to UE selection focus when no brush hit is active
Ctrl + F, move mouse or pen, click Resize the brush while the pointer is over the viewport or 2D Canvas
Alt + T Open the quick toggle menu
Alt + 1 Cycle paint target mode
Alt + 2 - Alt + 8 Toggle Auto Light, Preview, UV overlay, Onion Skin, Quick Stroke, Symmetry, and Monotonic Guard
Left / Right Arrow Select previous / next timeline frame
Material Slot Row Click Select or correct the material slot / texture set to edit
Material Slot Bake Icon Bake that slot only
Timeline Seek Lane Click / Drag Seek the preview light angle without dragging keyframes
Timeline Key Click Select angle
Timeline Key Drag Adjust angle after the drag threshold is crossed; the seek cursor and preview light follow the drag
Timeline Status Badge Hover Inspect angle, texture, edit state, paint target inclusion, Guard state, overwrite state, and warning details
Timeline Add / Duplicate / Delete Create, copy, or remove keyframes
Timeline 8 or 15 / Even Complete the default mask set or redistribute angles evenly
Drag Texture2D assets onto timeline Import edited masks
Ctrl + Z / Ctrl + Y Undo / Redo

Select And Material Slots

The Quick SDF > Material Slots section is optimized for artists editing one material slot at a time.

Painting

2D Canvas

Use the 2D Canvas when the stroke must be placed directly in texture space or when UV guides are more important than the 3D surface view.

Quick Stroke

Quick Stroke is a hold-to-place stroke workflow for straight or carefully positioned strokes.

Windows pen pointer input flow into QuickSDF 3D Paint and 2D Canvas
Pen input flow QuickSDF converts fresh Windows pen coordinates into viewport rays or 2D Canvas positions inside the plugin.
Pen Pressure Curve response examples for brush radius
Pressure curve Pressure changes radius only. The curve controls how quickly light pressure reaches larger brush sizes.

Timeline And Paint Targets

The timeline separates seeking from keyframe editing to reduce accidental changes.

Live SDF Preview

Live SDF is a material preview mode for fast shape feedback while painting. It is intentionally separate from the saved Generated SDF texture.

Symmetry Modes

QuickSDFTool supports four SDF generation modes:

QuickSDF symmetry mode flow

UV Island Channel Flip is intended for assets where left and right UV islands are separate but still mirror each other. It tolerates position, scale, and light shape differences through normalized island-local mapping, but it does not perform nonlinear per-island warping. Ambiguous, unpaired, overlapping, or out-of-range islands fall back to copying the source-side values and produce warnings.

The generated texture remains shader-compatible with the regular 0-180 layout. Internally, the legacy combined field is processed as R/G/B/A, then final export uses the R/A/B/G swizzle (R <- R, G <- A, B <- B, A <- G) so existing shader expectations and the historical B channel behavior are preserved.

Monotonic Guard

Monotonic Guard is an optional paint-time safety check for SDF threshold masks. It treats R >= 127 as white and lower values as black, then prevents repeated transitions such as black -> white -> black or white -> black -> white across the processable angle sequence.

QuickSDF Monotonic Guard flow

Mask I/O And SDF Generation

Screenshot Backlog

These images must be captured from a real UE editor session, not generated diagrams: