Sculpt Operators#
- 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', 'ERASE'], (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.ERASE
Erase – Switch brush to erase 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(*, start_mouse=(0, 0), area_normal_radius=0.25, strength=1.0, iteration_count=1, event_history=None, type='GRAVITY', 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:
start_mouse (int array of 2 items in [0, 16384], (optional)) – Starting Mouse
area_normal_radius (float in [0.001, 5], (optional)) – Normal Radius, Radius used for calculating area normal on initial click,in percentage of brush radius
strength (float in [-10, 10], (optional)) – Strength, Filter strength
iteration_count (int in [1, 10000], (optional)) – Repeat, How many times to repeat the filter
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 soft body using the origin of the object as scale.
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
- bpy.ops.sculpt.color_filter(*, start_mouse=(0, 0), area_normal_radius=0.25, strength=1.0, iteration_count=1, event_history=None, type='FILL', fill_color=(1.0, 1.0, 1.0))#
Applies a filter to modify the active color attribute
- Parameters:
start_mouse (int array of 2 items in [0, 16384], (optional)) – Starting Mouse
area_normal_radius (float in [0.001, 5], (optional)) – Normal Radius, Radius used for calculating area normal on initial click,in percentage of brush radius
strength (float in [-10, 10], (optional)) – Strength, Filter strength
iteration_count (int in [1, 10000], (optional)) – Repeat, How many times to repeat the filter
type (enum in ['FILL', 'HUE', 'SATURATION', 'VALUE', 'BRIGHTNESS', '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.BRIGHTNESS
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.
fill_color (
mathutils.Color
of 3 items in [0, inf], (optional)) – Fill Color
- bpy.ops.sculpt.detail_flood_fill()#
Flood fill the mesh with the selected detail setting
- bpy.ops.sculpt.dynamic_topology_toggle()#
Dynamic topology alters the mesh topology while sculpting
- bpy.ops.sculpt.dyntopo_detail_size_edit()#
Modify the detail size of dyntopo interactively
- bpy.ops.sculpt.expand(*, target='MASK', falloff_type='GEODESIC', invert=False, use_mask_preserve=False, use_falloff_gradient=False, use_modify_active=False, use_reposition_pivot=True, max_geodesic_move_preview=10000, use_auto_mask=False, normal_falloff_smooth=2)#
Generic sculpt expand operator
- Parameters:
target (enum in ['MASK', 'FACE_SETS', 'COLOR'], (optional)) – Data Target, Data that is going to be modified in the expand operation
falloff_type (enum in ['GEODESIC', 'TOPOLOGY', 'TOPOLOGY_DIAGONALS', 'NORMALS', 'SPHERICAL', 'BOUNDARY_TOPOLOGY', 'BOUNDARY_FACE_SET', 'ACTIVE_FACE_SET'], (optional)) – Falloff Type, Initial falloff of the expand operation
invert (boolean, (optional)) – Invert, Invert the expand active elements
use_mask_preserve (boolean, (optional)) – Preserve Previous, Preserve the previous state of the target data
use_falloff_gradient (boolean, (optional)) – Falloff Gradient, Expand Using a linear falloff
use_modify_active (boolean, (optional)) – Modify Active, Modify the active Face Set instead of creating a new one
use_reposition_pivot (boolean, (optional)) – Reposition Pivot, Reposition the sculpt transform pivot to the boundary of the expand active area
max_geodesic_move_preview (int in [0, inf], (optional)) – Max Vertex Count for Geodesic Move Preview, Maximum number of vertices in the mesh for using geodesic falloff when moving the origin of expand. If the total number of vertices is greater than this value, the falloff will be set to spherical when moving
use_auto_mask (boolean, (optional)) – Auto Create, Fill in mask if nothing is already masked
normal_falloff_smooth (int in [0, 10], (optional)) – Normal Smooth, Blurring steps for normal falloff
- 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 a face set in a rectangle defined by the cursor
- 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
- 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'], (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.
- bpy.ops.sculpt.face_set_edit(*, active_face_set=1, mode='GROW', strength=1.0, modify_hidden=False)#
Edits the current active Face Set
- Parameters:
active_face_set (int in [0, inf], (optional)) – Active Face Set
mode (enum in ['GROW', 'SHRINK', 'DELETE_GEOMETRY', 'FAIR_POSITIONS', 'FAIR_TANGENCY'], (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.DELETE_GEOMETRY
Delete Geometry – Deletes the faces that are assigned to the Face Set.FAIR_POSITIONS
Fair Positions – Creates a smooth as possible geometry patch from the Face Set minimizing changes in vertex positions.FAIR_TANGENCY
Fair Tangency – Creates a smooth as possible geometry patch from the Face Set minimizing changes in vertex tangents.
strength (float in [0, 1], (optional)) – Strength
modify_hidden (boolean, (optional)) – Modify Hidden, Apply the edit operation to hidden geometry
- bpy.ops.sculpt.face_set_lasso_gesture(*, path=None, use_smooth_stroke=False, smooth_stroke_factor=0.75, smooth_stroke_radius=35, use_front_faces_only=False)#
Add a face set in a shape defined by the cursor
- Parameters:
path (
bpy_prop_collection
ofOperatorMousePath
, (optional)) – Pathuse_smooth_stroke (boolean, (optional)) – Stabilize Stroke, Selection lags behind mouse and follows a smoother path
smooth_stroke_factor (float in [0.5, 0.99], (optional)) – Smooth Stroke Factor, Higher values gives a smoother stroke
smooth_stroke_radius (int in [10, 200], (optional)) – Smooth Stroke Radius, Minimum distance from last point before selection continues
use_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
- bpy.ops.sculpt.face_set_line_gesture(*, xstart=0, xend=0, ystart=0, yend=0, flip=False, cursor=5, use_front_faces_only=False, use_limit_to_segment=False)#
Add a face set to one side of a line defined by the cursor
- 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
use_limit_to_segment (boolean, (optional)) – Limit to Segment, Apply the gesture action only to the area that is contained within the segment without extending its effect to the entire line
- bpy.ops.sculpt.face_set_polyline_gesture(*, path=None, use_front_faces_only=False)#
Add a face set in a shape defined by the cursor
- Parameters:
path (
bpy_prop_collection
ofOperatorMousePath
, (optional)) – Pathuse_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
- 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.
- 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_SET_BOUNDARIES'], (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_SET_BOUNDARIES
Face Sets from Face Set Boundaries – Create a Face Set per isolated Face Set.
threshold (float in [0, 1], (optional)) – Threshold, Minimum value to consider a certain attribute a boundary when creating the Face Sets
- bpy.ops.sculpt.face_sets_randomize_colors()#
Generates a new set of random colors to render the Face Sets in the viewport
- bpy.ops.sculpt.mask_by_color(*, contiguous=False, invert=False, preserve_previous_mask=False, threshold=0.35)#
Creates a mask based on the active color attribute
- 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
- bpy.ops.sculpt.mask_filter(*, filter_type='SMOOTH', iterations=1, auto_iteration_count=True)#
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
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 an automatic number of iterations based on the number of vertices of the sculpt
- bpy.ops.sculpt.mask_from_boundary(*, mix_mode='MIX', mix_factor=1.0, settings_source='OPERATOR', boundary_mode='MESH', propagation_steps=1)#
Creates a mask based on the boundaries of the surface
- Parameters:
mix_mode (enum in ['MIX', 'MULTIPLY', 'DIVIDE', 'ADD', 'SUBTRACT'], (optional)) – Mode, Mix mode
mix_factor (float in [0, 5], (optional)) – Mix Factor
settings_source (enum in ['OPERATOR', 'BRUSH', 'SCENE'], (optional)) –
Settings, Use settings from here
OPERATOR
Operator – Use settings from operator properties.BRUSH
Brush – Use settings from brush.SCENE
Scene – Use settings from scene.
boundary_mode (enum in ['MESH', 'FACE_SETS'], (optional)) –
Mode, Boundary type to mask
MESH
Mesh – Calculate the boundary mask based on disconnected mesh topology islands.FACE_SETS
Face Sets – Calculate the boundary mask between face sets.
propagation_steps (int in [1, 20], (optional)) – Propagation Steps
- bpy.ops.sculpt.mask_from_cavity(*, mix_mode='MIX', mix_factor=1.0, settings_source='OPERATOR', factor=0.5, blur_steps=2, use_curve=False, invert=False)#
Creates a mask based on the curvature of the surface
- Parameters:
mix_mode (enum in ['MIX', 'MULTIPLY', 'DIVIDE', 'ADD', 'SUBTRACT'], (optional)) – Mode, Mix mode
mix_factor (float in [0, 5], (optional)) – Mix Factor
settings_source (enum in ['OPERATOR', 'BRUSH', 'SCENE'], (optional)) –
Settings, Use settings from here
OPERATOR
Operator – Use settings from operator properties.BRUSH
Brush – Use settings from brush.SCENE
Scene – Use settings from scene.
factor (float in [0, 5], (optional)) – Factor, The contrast of the cavity mask
blur_steps (int in [0, 25], (optional)) – Blur, The number of times the cavity mask is blurred
use_curve (boolean, (optional)) – Custom Curve
invert (boolean, (optional)) – Cavity (Inverted)
- bpy.ops.sculpt.mask_init(*, mode='RANDOM_PER_VERTEX')#
Creates a new mask for the entire mesh
- Parameters:
mode (enum in ['RANDOM_PER_VERTEX', 'RANDOM_PER_FACE_SET', 'RANDOM_PER_LOOSE_PART'], (optional)) – Mode
- bpy.ops.sculpt.mesh_filter(*, start_mouse=(0, 0), area_normal_radius=0.25, strength=1.0, iteration_count=1, event_history=None, type='INFLATE', 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:
start_mouse (int array of 2 items in [0, 16384], (optional)) – Starting Mouse
area_normal_radius (float in [0.001, 5], (optional)) – Normal Radius, Radius used for calculating area normal on initial click,in percentage of brush radius
strength (float in [-10, 10], (optional)) – Strength, Filter strength
iteration_count (int in [1, 10000], (optional)) – Repeat, How many times to repeat the filter
type (enum in ['SMOOTH', 'SCALE', 'INFLATE', 'SPHERE', 'RANDOM', 'RELAX', 'RELAX_FACE_SETS', 'SURFACE_SMOOTH', 'SHARPEN', 'ENHANCE_DETAILS', 'ERASE_DISPLACEMENT'], (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_DISPLACEMENT
Erase Displacement – Deletes the displacement of the Multires Modifier.
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
- bpy.ops.sculpt.optimize()#
Recalculate the sculpt BVH to improve performance
- bpy.ops.sculpt.project_line_gesture(*, xstart=0, xend=0, ystart=0, yend=0, flip=False, cursor=5, use_front_faces_only=False, use_limit_to_segment=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
use_limit_to_segment (boolean, (optional)) – Limit to Segment, Apply the gesture action only to the area that is contained within the segment without extending its effect to the entire line
- bpy.ops.sculpt.sample_color()#
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
- 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.
- bpy.ops.sculpt.sculptmode_toggle()#
Toggle sculpt mode in 3D view
- bpy.ops.sculpt.set_persistent_base()#
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
- 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
- bpy.ops.sculpt.symmetrize(*, merge_tolerance=0.0005)#
Symmetrize the topology modifications
- Parameters:
merge_tolerance (float in [0, inf], (optional)) – Merge Distance, Distance within which symmetrical vertices are merged
- bpy.ops.sculpt.trim_box_gesture(*, xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True, use_front_faces_only=False, location=(0, 0), trim_mode='DIFFERENCE', use_cursor_depth=False, trim_orientation='VIEW', trim_extrude_mode='FIXED', trim_solver='FAST')#
Execute a boolean operation on the mesh and a rectangle defined by the cursor
- 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
location (int array of 2 items in [-inf, inf], (optional)) – Location, Mouse location
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
trim_orientation (enum in ['VIEW', 'SURFACE'], (optional)) –
Shape Orientation
VIEW
View – Use the view to orientate the trimming shape.SURFACE
Surface – Use the surface normal to orientate the trimming shape.
trim_extrude_mode (enum in ['PROJECT', 'FIXED'], (optional)) –
Extrude Mode
PROJECT
Project – Align trim geometry with the perspective of the current view for a tapered shape.FIXED
Fixed – Align trim geometry orthogonally for a shape with 90 degree angles.
trim_solver (enum in ['EXACT', 'FAST'], (optional)) –
Solver
EXACT
Exact – Use the exact boolean solver.FAST
Fast – Use the fast float boolean solver.
- bpy.ops.sculpt.trim_lasso_gesture(*, path=None, use_smooth_stroke=False, smooth_stroke_factor=0.75, smooth_stroke_radius=35, use_front_faces_only=False, location=(0, 0), trim_mode='DIFFERENCE', use_cursor_depth=False, trim_orientation='VIEW', trim_extrude_mode='FIXED', trim_solver='FAST')#
Execute a boolean operation on the mesh and a shape defined by the cursor
- Parameters:
path (
bpy_prop_collection
ofOperatorMousePath
, (optional)) – Pathuse_smooth_stroke (boolean, (optional)) – Stabilize Stroke, Selection lags behind mouse and follows a smoother path
smooth_stroke_factor (float in [0.5, 0.99], (optional)) – Smooth Stroke Factor, Higher values gives a smoother stroke
smooth_stroke_radius (int in [10, 200], (optional)) – Smooth Stroke Radius, Minimum distance from last point before selection continues
use_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
location (int array of 2 items in [-inf, inf], (optional)) – Location, Mouse location
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
trim_orientation (enum in ['VIEW', 'SURFACE'], (optional)) –
Shape Orientation
VIEW
View – Use the view to orientate the trimming shape.SURFACE
Surface – Use the surface normal to orientate the trimming shape.
trim_extrude_mode (enum in ['PROJECT', 'FIXED'], (optional)) –
Extrude Mode
PROJECT
Project – Align trim geometry with the perspective of the current view for a tapered shape.FIXED
Fixed – Align trim geometry orthogonally for a shape with 90 degree angles.
trim_solver (enum in ['EXACT', 'FAST'], (optional)) –
Solver
EXACT
Exact – Use the exact boolean solver.FAST
Fast – Use the fast float boolean solver.
- bpy.ops.sculpt.trim_line_gesture(*, xstart=0, xend=0, ystart=0, yend=0, flip=False, cursor=5, use_front_faces_only=False, use_limit_to_segment=False, location=(0, 0), trim_mode='DIFFERENCE', use_cursor_depth=False, trim_orientation='VIEW', trim_extrude_mode='FIXED', trim_solver='FAST')#
Remove a portion of the mesh on one side of 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
use_limit_to_segment (boolean, (optional)) – Limit to Segment, Apply the gesture action only to the area that is contained within the segment without extending its effect to the entire line
location (int array of 2 items in [-inf, inf], (optional)) – Location, Mouse location
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
trim_orientation (enum in ['VIEW', 'SURFACE'], (optional)) –
Shape Orientation
VIEW
View – Use the view to orientate the trimming shape.SURFACE
Surface – Use the surface normal to orientate the trimming shape.
trim_extrude_mode (enum in ['PROJECT', 'FIXED'], (optional)) –
Extrude Mode
PROJECT
Project – Align trim geometry with the perspective of the current view for a tapered shape.FIXED
Fixed – Align trim geometry orthogonally for a shape with 90 degree angles.
trim_solver (enum in ['EXACT', 'FAST'], (optional)) –
Solver
EXACT
Exact – Use the exact boolean solver.FAST
Fast – Use the fast float boolean solver.
- bpy.ops.sculpt.trim_polyline_gesture(*, path=None, use_front_faces_only=False, location=(0, 0), trim_mode='DIFFERENCE', use_cursor_depth=False, trim_orientation='VIEW', trim_extrude_mode='FIXED', trim_solver='FAST')#
Execute a boolean operation on the mesh and a polygonal shape defined by the cursor
- Parameters:
path (
bpy_prop_collection
ofOperatorMousePath
, (optional)) – Pathuse_front_faces_only (boolean, (optional)) – Front Faces Only, Affect only faces facing towards the view
location (int array of 2 items in [-inf, inf], (optional)) – Location, Mouse location
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
trim_orientation (enum in ['VIEW', 'SURFACE'], (optional)) –
Shape Orientation
VIEW
View – Use the view to orientate the trimming shape.SURFACE
Surface – Use the surface normal to orientate the trimming shape.
trim_extrude_mode (enum in ['PROJECT', 'FIXED'], (optional)) –
Extrude Mode
PROJECT
Project – Align trim geometry with the perspective of the current view for a tapered shape.FIXED
Fixed – Align trim geometry orthogonally for a shape with 90 degree angles.
trim_solver (enum in ['EXACT', 'FAST'], (optional)) –
Solver
EXACT
Exact – Use the exact boolean solver.FAST
Fast – Use the fast float boolean solver.
- bpy.ops.sculpt.uv_sculpt_grab(*, use_invert=False)#
Grab UVs
- Parameters:
use_invert (boolean, (optional)) – Invert, Invert action for the duration of the stroke
- bpy.ops.sculpt.uv_sculpt_pinch(*, use_invert=False)#
Pinch UVs
- Parameters:
use_invert (boolean, (optional)) – Invert, Invert action for the duration of the stroke
- bpy.ops.sculpt.uv_sculpt_relax(*, use_invert=False, relax_method='COTAN')#
Relax UVs
- Parameters:
use_invert (boolean, (optional)) – Invert, Invert action for the duration of the stroke
relax_method (enum in ['LAPLACIAN', 'HC', 'COTAN'], (optional)) –
Relax Method, Algorithm used for UV relaxation
LAPLACIAN
Laplacian – Use Laplacian method for relaxation.HC
HC – Use HC method for relaxation.COTAN
Geometry – Use Geometry (cotangent) relaxation, making UVs follow the underlying 3D geometry.