Sculpt Operators¶
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bpy.ops.sculpt.
brush_stroke
(stroke=None, mode='NORMAL', ignore_background_click=False)¶ Sculpt a stroke into the geometry
- Parameters
stroke (
bpy_prop_collection
ofOperatorStrokeElement
, (optional)) – Strokemode (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
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bpy.ops.sculpt.
cloth_filter
(type='GRAVITY', strength=1.0, force_axis={'X', 'Y', 'Z'}, orientation='LOCAL', cloth_mass=1.0, cloth_damping=0.0, use_face_sets=False, use_collisions=False)¶ Applies a cloth simulation deformation to the entire mesh
- Parameters
type (enum in ['GRAVITY', 'INFLATE', 'EXPAND', 'PINCH', 'SCALE'], (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, Pulls the cloth to the cursor’s start position.SCALE
Scale, Scales the mesh as a softbody using the origin of the object as scale.
strength (float in [-10, 10], (optional)) – Strength, Filter Strength
force_axis (enum set in {'X', 'Y', 'Z'}, (optional)) –
Force axis, Apply the force in the selected axis
X
X, Apply force in the X axis.Y
Y, Apply force in the Y axis.Z
Z, Apply force in the Z axis.
orientation (enum in ['LOCAL', 'WORLD', 'VIEW'], (optional)) –
Orientation, Orientation of the axis to limit the filter force
LOCAL
Local, Use the local axis to limit the force and set the gravity direction.WORLD
World, Use the global axis to limit the force and set the gravity direction.VIEW
View, Use the view axis to limit the force and set the gravity direction.
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
use_collisions (boolean, (optional)) – Use Collisions, Collide with other collider objects in the scene
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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
- Parameters
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
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bpy.ops.sculpt.
detail_flood_fill
()¶ Flood fill the mesh with the selected detail setting
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bpy.ops.sculpt.
dirty_mask
(dirty_only=False)¶ Generates a mask based on the geometry cavity and pointiness
- Parameters
dirty_only (boolean, (optional)) – Dirty Only, Don’t calculate cleans for convex areas
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bpy.ops.sculpt.
dynamic_topology_toggle
()¶ Dynamic topology alters the mesh topology while sculpting
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bpy.ops.sculpt.
face_set_box_gesture
(xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True, use_front_faces_only=False)¶ Add face set within the box as you move the brush
- Parameters
xmin (int in [-inf, inf], (optional)) – X Min
xmax (int in [-inf, inf], (optional)) – X Max
ymin (int in [-inf, inf], (optional)) – Y Min
ymax (int in [-inf, inf], (optional)) – Y Max
wait_for_input (boolean, (optional)) – Wait for Input
use_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
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bpy.ops.sculpt.
face_set_change_visibility
(mode='TOGGLE')¶ Change the visibility of the Face Sets of the sculpt
- Parameters
mode (enum in ['TOGGLE', 'SHOW_ACTIVE', 'HIDE_ACTIVE', 'INVERT', 'SHOW_ALL'], (optional)) –
Mode
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.
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bpy.ops.sculpt.
face_set_edit
(mode='GROW', modify_hidden=True)¶ Edits the current active Face Set
- Parameters
mode (enum in ['GROW', 'SHRINK'], (optional)) –
Mode
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.
modify_hidden (boolean, (optional)) – Modify Hidden, Apply the edit operation to hidden Face Sets
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bpy.ops.sculpt.
face_set_lasso_gesture
(path=None, use_front_faces_only=False)¶ Add face set within the lasso as you move the brush
- Parameters
path (
bpy_prop_collection
ofOperatorMousePath
, (optional)) – Pathuse_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
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bpy.ops.sculpt.
face_sets_create
(mode='MASKED')¶ Create a new Face Set
- Parameters
mode (enum in ['MASKED', 'VISIBLE', 'ALL', 'SELECTION'], (optional)) –
Mode
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.
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bpy.ops.sculpt.
face_sets_init
(mode='LOOSE_PARTS', threshold=0.5)¶ Initializes all Face Sets in the mesh
- Parameters
mode (enum in ['LOOSE_PARTS', 'MATERIALS', 'NORMALS', 'UV_SEAMS', 'CREASES', 'BEVEL_WEIGHT', 'SHARP_EDGES', 'FACE_MAPS'], (optional)) –
Mode
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
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bpy.ops.sculpt.
face_sets_randomize_colors
()¶ Generates a new set of random colors to render the Face Sets in the viewport
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bpy.ops.sculpt.
loop_to_vertex_colors
()¶ Copy the active loop color layer to the vertex color
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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
- Parameters
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
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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
- Parameters
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
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bpy.ops.sculpt.
mask_filter
(filter_type='SMOOTH', iterations=1, auto_iteration_count=False)¶ Applies a filter to modify the current mask
- Parameters
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
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bpy.ops.sculpt.
mesh_filter
(type='INFLATE', strength=1.0, deform_axis={'X', 'Y', 'Z'}, orientation='LOCAL', surface_smooth_shape_preservation=0.5, surface_smooth_current_vertex=0.5, sharpen_smooth_ratio=0.35, sharpen_intensify_detail_strength=0.0, sharpen_curvature_smooth_iterations=0)¶ Applies a filter to modify the current mesh
- Parameters
type (enum in ['SMOOTH', 'SCALE', 'INFLATE', 'SPHERE', 'RANDOM', 'RELAX', 'RELAX_FACE_SETS', 'SURFACE_SMOOTH', 'SHARPEN', 'ENHANCE_DETAILS', 'ERASE_DISCPLACEMENT'], (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.ENHANCE_DETAILS
Enhance Details, Enhance the high frequency surface detail.ERASE_DISCPLACEMENT
Erase Displacement, Deletes the displacement of the Multires Modifier.
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.
orientation (enum in ['LOCAL', 'WORLD', 'VIEW'], (optional)) –
Orientation, Orientation of the axis to limit the filter displacement
LOCAL
Local, Use the local axis to limit the displacement.WORLD
World, Use the global axis to limit the displacement.VIEW
View, Use the view axis to limit the displacement.
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
sharpen_intensify_detail_strength (float in [0, 10], (optional)) – Intensify Details, How much creases and valleys are intensified
sharpen_curvature_smooth_iterations (int in [0, 10], (optional)) – Curvature Smooth Iterations, How much smooth the resulting shape is, ignoring high frequency details
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bpy.ops.sculpt.
optimize
()¶ Recalculate the sculpt BVH to improve performance
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bpy.ops.sculpt.
project_line_gesture
(xstart=0, xend=0, ystart=0, yend=0, flip=False, cursor=5, use_front_faces_only=False)¶ Project the geometry onto a plane defined by a line
- Parameters
xstart (int in [-inf, inf], (optional)) – X Start
xend (int in [-inf, inf], (optional)) – X End
ystart (int in [-inf, inf], (optional)) – Y Start
yend (int in [-inf, inf], (optional)) – Y End
flip (boolean, (optional)) – Flip
cursor (int in [0, inf], (optional)) – Cursor, Mouse cursor style to use during the modal operator
use_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
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bpy.ops.sculpt.
sample_color
()¶ Sample the vertex color of the active vertex
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bpy.ops.sculpt.
sample_detail_size
(location=(0, 0), mode='DYNTOPO')¶ Sample the mesh detail on clicked point
- Parameters
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.
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bpy.ops.sculpt.
sculptmode_toggle
()¶ Toggle sculpt mode in 3D view
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bpy.ops.sculpt.
set_detail_size
()¶ Set the mesh detail (either relative or constant one, depending on current dyntopo mode)
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bpy.ops.sculpt.
set_persistent_base
()¶ Reset the copy of the mesh that is being sculpted on
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bpy.ops.sculpt.
set_pivot_position
(mode='UNMASKED', mouse_x=0.0, mouse_y=0.0)¶ Sets the sculpt transform pivot position
- Parameters
mode (enum in ['ORIGIN', 'UNMASKED', 'BORDER', 'ACTIVE', 'SURFACE'], (optional)) –
Mode
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
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bpy.ops.sculpt.
symmetrize
(merge_tolerance=0.001)¶ Symmetrize the topology modifications
- Parameters
merge_tolerance (float in [0, inf], (optional)) – Merge Distance, Distance within which symmetrical vertices are merged
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bpy.ops.sculpt.
trim_box_gesture
(xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True, use_front_faces_only=False, trim_mode='DIFFERENCE', use_cursor_depth=False)¶ Trims the mesh within the box as you move the brush
- Parameters
xmin (int in [-inf, inf], (optional)) – X Min
xmax (int in [-inf, inf], (optional)) – X Max
ymin (int in [-inf, inf], (optional)) – Y Min
ymax (int in [-inf, inf], (optional)) – Y Max
wait_for_input (boolean, (optional)) – Wait for Input
use_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
trim_mode (enum in ['DIFFERENCE', 'UNION', 'JOIN'], (optional)) –
Trim Mode
DIFFERENCE
Difference, Use a difference boolean operation.UNION
Union, Use a union boolean operation.JOIN
Join, Join the new mesh as separate geometry, without performing any boolean operation.
use_cursor_depth (boolean, (optional)) – Use Cursor for Depth, Use cursor location and radius for the dimensions and position of the trimming shape
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bpy.ops.sculpt.
trim_lasso_gesture
(path=None, use_front_faces_only=False, trim_mode='DIFFERENCE', use_cursor_depth=False)¶ Trims the mesh within the lasso as you move the brush
- Parameters
path (
bpy_prop_collection
ofOperatorMousePath
, (optional)) – Pathuse_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
trim_mode (enum in ['DIFFERENCE', 'UNION', 'JOIN'], (optional)) –
Trim Mode
DIFFERENCE
Difference, Use a difference boolean operation.UNION
Union, Use a union boolean operation.JOIN
Join, Join the new mesh as separate geometry, without performing any boolean operation.
use_cursor_depth (boolean, (optional)) – Use Cursor for Depth, Use cursor location and radius for the dimensions and position of the trimming shape
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bpy.ops.sculpt.
uv_sculpt_stroke
(mode='NORMAL')¶ Sculpt UVs using a brush
- Parameters
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.
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bpy.ops.sculpt.
vertex_to_loop_colors
()¶ Copy the Sculpt Vertex Color to a regular color layer