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Brush: Difference between revisions

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A '''brush''' is a geometrical object in a map. There are two types of brushes:
{{LanguageBar}}{{Goldsrc topicon}}{{Source topicon}}
A '''brush''' is a [[Wikipedia:Polygon#Convexity and non-convexity|convex]] 3D shape created with [[Hammer]]'s [[Hammer Block Tool|Block Tool]]. Brushes are used by level designers to define the shape of the [[world]] (which defines [[visibility]]) and to create [[brush entity|brush entities]].


* '''[[World brush]]es''' are solid objects that cannot be moved, destroyed or changed within the game (like most floors, walls and ceilings).
When a map is compiled [[VBSP]] converts brush faces that touch a [[visleaf]] to [[Wikipedia:Constructive solid geometry|groups of polygons]]. The resulting 'brush models' are stored within the BSP file and can be claimed by entities (e.g. the world, or your brush entity). The original brushes are retained in the BSP, though the benefits of this are not clear.
* '''[[Brush entities]]''' are [[entity|entities]] that depend on their geometrical volume.


All brushes originate as [[primitive]]s.
In comparison to [[model]]s, brushes are:
 
* Unique every time
* Low-detail and [[cheap]]
* Lit with pre-computed [[lightmap]]s
* Rigid (cannot [[Skeletal animation|deform]])
 
== Compilation ==
 
# For each individual brush model, only faces that touch a visleaf are compiled. Some of the results of this process can be seen below:
 
[[File:Brushes compiled.png|750px|Brushes and their compiled equivalents]]
 
 
# If some parts of a brush face touch visleaves and others do not, the face will be chopped up to remove the hidden area.
 
There are two exceptions to these rules:
 
* Although they are discrete entities in Hammer, [[func detail]]s are all merged into one during compile. You do not need to [[nodraw]] hidden 'detail-to-detail' faces in (but you ''do'' need to nodraw structural-to-detail in {{src}}).
* Faces with [[$translucent|translucent]] materials applied are never chopped. Don't apply them to internal or hidden surfaces unless you really mean to.
 
== Limits ==
 
VBSP enforces these limits:
 
* 8192 brushes (65535 in {{GMOD}})
* 128 faces on a single brush
* 32768 faces overall (half of the BSP plane limit, each face uses two planes)
 
Invisible brushes like [[trigger multiple|triggers]] and even [[hint brush]]es count toward the limit. Faces like NODRAW do not count toward the limit. Faces textured with NODRAW are removed during compile, so only its collisions, boundings, and place in the world remain. Note that faces may be split up by the compiler, counting them further toward the limit.
 
{{tip|It is possible to compile a custom build of VBSP with these limits changed or removed, but the engine's behaviour is undefined.}}
 
Even if a brush doesn't count towards VBSP's face limit, it will still count towards the engine's [[brushside]] limit, which is 65535.


== See also ==
== See also ==
* [[Introduction to Editing]]
* [[Introduction to Editing]]
* [[Brush Creation]]
* [[Basic Construction]]
* A ''Brush'' (as opposed to a [[Studiomodel]] or [[Sprite]]) is specifically a piece of BSP geometry; see [http://qxx.planetquake.gamespy.com/bsp/ BSP for dummies].
* [[Mesh#Source 2|Mesh (Source 2)]]
* [[Model]]
* [[Displacement]]


[[Category:Level Design]]
[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Level_Design]]

Latest revision as of 20:23, 29 June 2025

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A brush is a convex 3D shape created with Hammer's Block Tool. Brushes are used by level designers to define the shape of the world (which defines visibility) and to create brush entities.

When a map is compiled VBSP converts brush faces that touch a visleaf to groups of polygons. The resulting 'brush models' are stored within the BSP file and can be claimed by entities (e.g. the world, or your brush entity). The original brushes are retained in the BSP, though the benefits of this are not clear.

In comparison to models, brushes are:

Compilation

  1. For each individual brush model, only faces that touch a visleaf are compiled. Some of the results of this process can be seen below:

Brushes and their compiled equivalents


  1. If some parts of a brush face touch visleaves and others do not, the face will be chopped up to remove the hidden area.

There are two exceptions to these rules:

  • Although they are discrete entities in Hammer, func details are all merged into one during compile. You do not need to nodraw hidden 'detail-to-detail' faces in (but you do need to nodraw structural-to-detail in Source).
  • Faces with translucent materials applied are never chopped. Don't apply them to internal or hidden surfaces unless you really mean to.

Limits

VBSP enforces these limits:

  • 8192 brushes (65535 in Garry's Mod)
  • 128 faces on a single brush
  • 32768 faces overall (half of the BSP plane limit, each face uses two planes)

Invisible brushes like triggers and even hint brushes count toward the limit. Faces like NODRAW do not count toward the limit. Faces textured with NODRAW are removed during compile, so only its collisions, boundings, and place in the world remain. Note that faces may be split up by the compiler, counting them further toward the limit.

Tip.pngTip:It is possible to compile a custom build of VBSP with these limits changed or removed, but the engine's behaviour is undefined.

Even if a brush doesn't count towards VBSP's face limit, it will still count towards the engine's brushside limit, which is 65535.

See also