Gradientspace Corp - Gradientspace Toolbox

Gradientspace Toolbox provides a suite of in-Editor Tools to improve content-creation workflows. Find our Tools in the Gradientspace tab in Modeling Mode! For more information and video demonstrations of our feature set, have a look at our website. If you have questions, find us on Discord or Bluesky.

Texture Painting

Use the TexturePaint tool to paint into UTexture2D assets via mesh objects in the 3D level viewport. Paintable textures are automatically extracted from the actor's Materials. A PixelPaint variant is available which simplifies voxel/pixel-art-style texturing (works great with our ModelGrid objects). Use the Create Textures tool to create new texture assets directly in-Editor. Custom brush stamps can be defined via TextureStamp Assets.

ModelGrid Objects

The Toolbox includes a new type of 3D geometry object which we we call a ModelGrid. ModelGridComponents can live "in the level", like DynamicMeshComponents, or they can reference ModelGridAssets. In either case, the ModelGrid is a 3D grid, but unlike simple voxel grids, each cell in a ModelGrid can be filled with a parametric 3D shape, like resizable ramps, pyramids, slabs, and cylinders. Individual cell faces can be painted, and arbitrary Materials can be assigned on a per-cell basis. A GeneratedModelGridActor type is included, and a small library of Blueprint functions for ModelGrid generation and editing.

ModelGrid Toolkit

A suite of tools for working with ModelGrids objects is included. Get started by using the Create Grid tool to spawn basic Actors or Asset grids. Use Import Grid to convert pixel-art images or MagicaVoxel .vox files to 3D ModelGrids. And Rasterize to Grid can be used to rasterize 3D meshes to editable ModelGrid objects, with optional VertexColor-to-GridColor mapping (including interpolation on the grid interior!). The Reshape Grid and Grid Utility tools can be used to do things like crop, flip, edit pivot, resize, and copy grids between assets and components.

The Grid Editor provides an extensive suite of sub-tools for grid editing and painting, from single-block clicking to brushing interfaces to fills and smart layer-based edits. Symmetry is supported, as well as configurable drawing planes and partial-block auto-orientation. Grid cell placement can also be done relative to existing world geometry. Individual cells can be selected and "cut" into ramps, corners, and slabs, and have their local cell-transform parameters edited via the properties panel or custom in-viewport gizmos.Finally use the Grid to Mesh tool to convert ModelGrids to mesh components or assets, with various options for mesh optimization and simplification. Cell faces can also be output as individual Polygroups, for downstream editing with Modeling Mode's Polygroup toolset, or clean Catmull-Clark Subdivision.

Mesh Import / Export

Use the mesh import and export Tools to work efficiently with quad/poly meshes in OBJ format. Quads and Polygons are represented on imported meshes as Polygroups, which then work with the Polygroup Modeling workflows in Modeling Mode. The Import Mesh tool shows a live import preview and has convenient options for handling conversion from other DCCs. The Export Meshes tool can export multiple selected mesh objects in local or world space, to a single or multiple OBJ files, with handy external-DCC presets.

Gradientspace Script [docs]

The plugin includes a small-but-growing library of extension functions for Geometry Script, which we call Gradientspace Script. This includes helper functions for custom per-vertex deformations, simplified mappings between Actor/Component local spaces, and an improved workflow for temporary UDynamicMeshes. More to come!

QuickMove Tool

Finally, our QuickMove Tool - bound to a tab hotkey - provides a fast alternative to clunky gizmos for object layout. Easily translate and rotate vertically, in the XY plane, along the landscape/environment, or in screen-space, by clicking anywhere on the target object (no selection required!). Click-and-grab objects to attach them to the camera, and then WASD-fly them to a new location (just like in FN Creative). Switch between modes with hotkeys, with easily available options to use alternative pivots and snap to upright orientations. And finally you can also Collide with Selected meshes in the level, to precisely stack or align Actors based on their actual geometry, not bounding boxes.

Licensing Note

As this is primarily an interactive Editor Tools plugin, it is priced for per-seat licensing (as per the FAB standard license). We consider a "seat" to be someone actively using our Tools to create textures or assets, not just (eg) placing existing assets in a level. If you would like to respect the license terms and pay for multiple seats in bulk, or would like full-source access to be able to build for non-Win64 platforms (Editor or shipping), please contact sales@gradientspace.com.