Sculpt Operators

bpy.ops.sculpt.brush_stroke(stroke=None, mode='NORMAL', ignore_background_click=False)

Sculpt a stroke into the geometry

  • stroke (bpy_prop_collection of OperatorStrokeElement, (optional)) – Stroke

  • mode (enum in ['NORMAL', 'INVERT', 'SMOOTH'], (optional)) –

    Stroke Mode, Action taken when a paint stroke is made

    • NORMAL Regular, Apply brush normally.

    • INVERT Invert, Invert action of brush for duration of stroke.

    • SMOOTH Smooth, Switch brush to smooth mode for duration of stroke.

  • ignore_background_click (boolean, (optional)) – Ignore Background Click, Clicks on the background do not start the stroke

bpy.ops.sculpt.cloth_filter(type='GRAVITY', strength=1.0, cloth_mass=1.0, cloth_damping=0.0, use_face_sets=False)

Applies a cloth simulation deformation to the entire mesh

  • type (enum in ['GRAVITY', 'INFLATE', 'EXPAND', 'PINCH'], (optional)) –

    Filter type, Operation that is going to be applied to the mesh

    • GRAVITY Gravity, Applies gravity to the simulation.

    • INFLATE Inflate, Inflates the cloth.

    • EXPAND Expand, Expands the cloth’s dimensions.

    • PINCH Pinch, Pinches the cloth to the point where the cursor was when the filter started.

  • strength (float in [-10, 10], (optional)) – Strength, Filter Strength

  • cloth_mass (float in [0, 2], (optional)) – Cloth Mass, Mass of each simulation particle

  • cloth_damping (float in [0, 1], (optional)) – Cloth Damping, How much the applied forces are propagated through the cloth

  • use_face_sets (boolean, (optional)) – Use Face Sets, Apply the filter only to the Face Set under the cursor

bpy.ops.sculpt.color_filter(type='HUE', strength=1.0, fill_color=0.0, 0.0, 0.0)

Applies a filter to modify the current sculpt vertex colors

  • type (enum in ['FILL', 'HUE', 'SATURATION', 'VALUE', 'BRIGTHNESS', 'CONTRAST', 'SMOOTH', 'RED', 'GREEN', 'BLUE'], (optional)) –

    Filter type

    • FILL Fill, Fill with a specific color.

    • HUE Hue, Change hue.

    • SATURATION Saturation, Change saturation.

    • VALUE Value, Change value.

    • BRIGTHNESS Brightness, Change brightness.

    • CONTRAST Contrast, Change contrast.

    • SMOOTH Smooth, Smooth colors.

    • RED Red, Change red channel.

    • GREEN Green, Change green channel.

    • BLUE Blue, Change blue channel.

  • strength (float in [-10, 10], (optional)) – Strength, Filter Strength

  • fill_color (float array of 3 items in [0, inf], (optional)) – Fill Color


Flood fill the mesh with the selected detail setting


Generates a mask based on the geometry cavity and pointiness


dirty_only (boolean, (optional)) – Dirty Only, Don’t calculate cleans for convex areas


Dynamic topology alters the mesh topology while sculpting


Change the visibility of the Face Sets of the sculpt


mode (enum in ['TOGGLE', 'SHOW_ACTIVE', 'HIDE_ACTIVE', 'INVERT', 'SHOW_ALL'], (optional)) –


  • TOGGLE Toggle Visibility, Hide all Face Sets except for the active one.

  • SHOW_ACTIVE Show Active Face Set, Show Active Face Set.

  • HIDE_ACTIVE Hide Active Face Sets, Hide Active Face Sets.

  • INVERT Invert Face Set Visibility, Invert Face Set Visibility.

  • SHOW_ALL Show All Face Sets, Show All Face Sets.


Edits the current active Face Set


mode (enum in ['GROW', 'SHRINK'], (optional)) –


  • GROW Grow Face Set, Grows the Face Sets boundary by one face based on mesh topology.

  • SHRINK Shrink Face Set, Shrinks the Face Sets boundary by one face based on mesh topology.


Create a new Face Set


mode (enum in ['MASKED', 'VISIBLE', 'ALL', 'SELECTION'], (optional)) –


  • MASKED Face Set From Masked, Create a new Face Set from the masked faces.

  • VISIBLE Face Set From Visible, Create a new Face Set from the visible vertices.

  • ALL Face Set Full Mesh, Create an unique Face Set with all faces in the sculpt.

  • SELECTION Face Set From Edit Mode Selection, Create an Face Set corresponding to the Edit Mode face selection.

bpy.ops.sculpt.face_sets_init(mode='LOOSE_PARTS', threshold=0.5)

Initializes all Face Sets in the mesh

  • mode (enum in ['LOOSE_PARTS', 'MATERIALS', 'NORMALS', 'UV_SEAMS', 'CREASES', 'BEVEL_WEIGHT', 'SHARP_EDGES', 'FACE_MAPS'], (optional)) –


    • LOOSE_PARTS Face Sets From Loose Parts, Create a Face Set per loose part in the mesh.

    • MATERIALS Face Sets From Material Slots, Create a Face Set per Material Slot.

    • NORMALS Face Sets From Mesh Normals, Create Face Sets for Faces that have similar normal.

    • UV_SEAMS Face Sets From UV Seams, Create Face Sets using UV Seams as boundaries.

    • CREASES Face Sets From Edge Creases, Create Face Sets using Edge Creases as boundaries.

    • BEVEL_WEIGHT Face Sets From Bevel Weight, Create Face Sets using Bevel Weights as boundaries.

    • SHARP_EDGES Face Sets From Sharp Edges, Create Face Sets using Sharp Edges as boundaries.

    • FACE_MAPS Face Sets From Face Maps, Create a Face Set per Face Map.

  • threshold (float in [0, 1], (optional)) – Threshold, Minimum value to consider a certain attribute a boundary when creating the Face Sets


Generates a new set of random colors to render the Face Sets in the viewport


Copy the active loop color layer to the vertex color

bpy.ops.sculpt.mask_by_color(contiguous=False, invert=False, preserve_previous_mask=False, threshold=0.35)

Creates a mask based on the sculpt vertex colors

  • contiguous (boolean, (optional)) – Contiguous, Mask only contiguous color areas

  • invert (boolean, (optional)) – Invert, Invert the generated mask

  • preserve_previous_mask (boolean, (optional)) – Preserve Previous Mask, Preserve the previous mask and add or subtract the new one generated by the colors

  • threshold (float in [0, 1], (optional)) – Threshold, How much changes in color affect the mask generation

bpy.ops.sculpt.mask_expand(invert=True, use_cursor=True, update_pivot=True, smooth_iterations=2, mask_speed=5, use_normals=True, keep_previous_mask=False, edge_sensitivity=300, create_face_set=False)

Expands a mask from the initial active vertex under the cursor

  • invert (boolean, (optional)) – Invert, Invert the new mask

  • use_cursor (boolean, (optional)) – Use Cursor, Expand the mask to the cursor position

  • update_pivot (boolean, (optional)) – Update Pivot Position, Set the pivot position to the mask border after creating the mask

  • smooth_iterations (int in [0, 10], (optional)) – Smooth iterations

  • mask_speed (int in [1, 10], (optional)) – Mask speed

  • use_normals (boolean, (optional)) – Use Normals, Generate the mask using the normals and curvature of the model

  • keep_previous_mask (boolean, (optional)) – Keep Previous Mask, Generate the new mask on top of the current one

  • edge_sensitivity (int in [0, 2000], (optional)) – Edge Detection Sensitivity, Sensitivity for expanding the mask across sculpted sharp edges when using normals to generate the mask

  • create_face_set (boolean, (optional)) – Expand Face Mask, Expand a new Face Mask instead of the sculpt mask

bpy.ops.sculpt.mask_filter(filter_type='SMOOTH', iterations=1, auto_iteration_count=False)

Applies a filter to modify the current mask

  • filter_type (enum in ['SMOOTH', 'SHARPEN', 'GROW', 'SHRINK', 'CONTRAST_INCREASE', 'CONTRAST_DECREASE'], (optional)) –

    Type, Filter that is going to be applied to the mask

    • SMOOTH Smooth Mask, Smooth mask.

    • SHARPEN Sharpen Mask, Sharpen mask.

    • GROW Grow Mask, Grow mask.

    • SHRINK Shrink Mask, Shrink mask.

    • CONTRAST_INCREASE Increase contrast, Increase the contrast of the paint mask.

    • CONTRAST_DECREASE Decrease contrast, Decrease the contrast of the paint mask.

  • iterations (int in [1, 100], (optional)) – Iterations, Number of times that the filter is going to be applied

  • auto_iteration_count (boolean, (optional)) – Auto Iteration Count, Use a automatic number of iterations based on the number of vertices of the sculpt

bpy.ops.sculpt.mesh_filter(type='INFLATE', strength=1.0, deform_axis={'X', 'Y', 'Z'}, use_face_sets=False, surface_smooth_shape_preservation=0.5, surface_smooth_current_vertex=0.5, sharpen_smooth_ratio=0.35)

Applies a filter to modify the current mesh

  • type (enum in ['SMOOTH', 'SCALE', 'INFLATE', 'SPHERE', 'RANDOM', 'RELAX', 'RELAX_FACE_SETS', 'SURFACE_SMOOTH', 'SHARPEN'], (optional)) –

    Filter type, Operation that is going to be applied to the mesh

    • SMOOTH Smooth, Smooth mesh.

    • SCALE Scale, Scale mesh.

    • INFLATE Inflate, Inflate mesh.

    • SPHERE Sphere, Morph into sphere.

    • RANDOM Random, Randomize vertex positions.

    • RELAX Relax, Relax mesh.

    • RELAX_FACE_SETS Relax Face Sets, Smooth the edges of all the Face Sets.

    • SURFACE_SMOOTH Surface Smooth, Smooth the surface of the mesh, preserving the volume.

    • SHARPEN Sharpen, Sharpen the cavities of the mesh.

  • strength (float in [-10, 10], (optional)) – Strength, Filter Strength

  • deform_axis (enum set in {'X', 'Y', 'Z'}, (optional)) –

    Deform axis, Apply the deformation in the selected axis

    • X X, Deform in the X axis.

    • Y Y, Deform in the Y axis.

    • Z Z, Deform in the Z axis.

  • use_face_sets (boolean, (optional)) – Use Face Sets, Apply the filter only to the Face Mask under the cursor

  • surface_smooth_shape_preservation (float in [0, 1], (optional)) – Shape Preservation, How much of the original shape is preserved when smoothing

  • surface_smooth_current_vertex (float in [0, 1], (optional)) – Per Vertex Displacement, How much the position of each individual vertex influences the final result

  • sharpen_smooth_ratio (float in [0, 1], (optional)) – Smooth Ratio, How much smoothing is applied to polished surfaces


Recalculate the sculpt BVH to improve performance


Sample the vertex color of the active vertex

bpy.ops.sculpt.sample_detail_size(location=0, 0, mode='DYNTOPO')

Sample the mesh detail on clicked point

  • location (int array of 2 items in [0, 32767], (optional)) – Location, Screen Coordinates of sampling

  • mode (enum in ['DYNTOPO', 'VOXEL'], (optional)) –

    Detail Mode, Target sculpting workflow that is going to use the sampled size

    • DYNTOPO Dyntopo, Sample dyntopo detail.

    • VOXEL Voxel, Sample mesh voxel size.


Toggle sculpt mode in 3D view


Set the mesh detail (either relative or constant one, depending on current dyntopo mode)


Reset the copy of the mesh that is being sculpted on

bpy.ops.sculpt.set_pivot_position(mode='UNMASKED', mouse_x=0.0, mouse_y=0.0)

Sets the sculpt transform pivot position

  • mode (enum in ['ORIGIN', 'UNMASKED', 'BORDER', 'ACTIVE', 'SURFACE'], (optional)) –


    • ORIGIN Origin, Sets the pivot to the origin of the sculpt.

    • UNMASKED Unmasked, Sets the pivot position to the average position of the unmasked vertices.

    • BORDER Mask border, Sets the pivot position to the center of the border of the mask.

    • ACTIVE Active vertex, Sets the pivot position to the active vertex position.

    • SURFACE Surface, Sets the pivot position to the surface under the cursor.

  • mouse_x (float in [0, inf], (optional)) – Mouse Position X, Position of the mouse used for “Surface” mode

  • mouse_y (float in [0, inf], (optional)) – Mouse Position Y, Position of the mouse used for “Surface” mode


Symmetrize the topology modifications


merge_tolerance (float in [0, inf], (optional)) – Merge Distance, Distance within which symmetrical vertices are merged


Sculpt UVs using a brush


mode (enum in ['NORMAL', 'INVERT', 'RELAX'], (optional)) –

Mode, Stroke Mode

  • NORMAL Regular, Apply brush normally.

  • INVERT Invert, Invert action of brush for duration of stroke.

  • RELAX Relax, Switch brush to relax mode for duration of stroke.


Copy the Sculpt Vertex Color to a regular color layer