Sculpt
This page details the general hotkey operators and menu operators in sculpt mode.
Transforms
- Move
Change the position of the object.
- Rotate
Change the orientation of the mesh.
- Scale
Increase/decrease the size of the mesh.
- Sphere
Morph the mesh to a spherical shape.
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Show & Hide
Reference
- Mode:
Sculpt Mode
- Menu:
Some very common hotkey operators to control the visibility based on face sets. These are not part of any menu and have to be used via the shortcuts. More visibility operators can be found in the Face Sets Menu and the Pie Menu shortcut W. (Since visibility is often toggled via face sets.)
- Box Hide
Draw a box to hide faces of a mesh.
- Box Show
Draw a box to reveal hidden faces. This works similar to the Box Select tool.
- Toggle Visibility H
Hide all face sets except the active one (under the cursor). If face sets are already hidden, then this operator will show everything.
- Hide Active Face Set Shift-H
Hide the face set under the cursor. Press H afterwards to show everything.
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These two shortcuts are inverted compared to other modes, to make the operators more convenient to access. Toggling the Visibility is far more often used. If this behavior is undesired it's recommended to change the keymap in the preferences.
- Show All W, Alt-H
Reveal all hidden faces.
- Invert Visible Face Sets
Hides all geometry that is part of a face set and makes all hidden geometry that is part of a face set visible.
- Hide Masked
Hides all masked vertices.
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For a more general introduction see Visibility, Masking & Face Sets.
Trimming
The trimming operators add or remove geometry from the mesh based on a gesture input. These operators are especially useful for sketching an early base mesh for further sculpting with the voxel remesher.
- Box Trim
Removes geometry based on a box selection.
- Lasso Trim
Removes geometry based on a lasso selection.
- Box Add
Adds geometry based on a box selection.
- Lasso Add
Adds geometry based on a lasso selection.
- Line Project
Flattens the geometry along a plane determined by the camera view and a drawn line. The region of the mesh being flattened is visualized by the side of the line that is shaded.
Fairing
These operators smooths geometry patches based of a Face set.
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- Fair Positions
Creates a perfectly flat and smooth geometry patch from the face set. This is the ideal way to trim parts of your mesh if the vertex count is too high for other operations, or the vertex IDs must not be altered (Like when using Multires sculpting).
- Fair Tangency
Creates a smooth as possible geometry patch from the face set by minimizing changes in vertex tangents. This is ideal for creating smooth curved surfaces on complex topology, where just using the smooth brush will not lead to desired results
Mesh Filters
Applies a deformation to all vertices in the mesh at the same time. Masking, auto-masking and visibility will be taken into account.
To use these operators, click and drag away from left to right or from right to left for a negative effect.
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- Smooth
Smooths the positions of the vertices to either polish surfaces or remove volume from larger shapes. Especially useful to fix most of the artifacts of the voxel remesher. This filter works similar to the Smooth brush.
- Surface Smooth
Eliminates irregularities of the mesh by making the positions of the vertices more uniform while preserving the volume of the object. This filter works similar to the Surface deformation type of the Smooth brush.
- Inflate
Displaces vertices uniformly along their normal. This filter works similar to the Inflate brush.
- Relax Topology
Tries to create an even distribution of quads without deforming the volume of the mesh. This filter works the same as holding Shift with the Slide Relax brush.
- Relax Face Sets
This will remove the jagged lines visible after drawing or creating a face set. This filter works the same as holding Shift with the Draw Face Set brush.
- Sharpen
Sharpens and smooths the mesh based on its curvature, resulting in pinching hard edges and polishing flat surfaces. Especially useful when sculpting hard surfaces and stylized models with creasing and flattening brushes.
- Enhance Details
Increases the high frequency surface details of the mesh by intensifying the difference between creases and valleys. This filter works similar to the inverted direction of the Smooth brush.
- Erase Displacement
Deletes displacement information of the Multires Modifier, resetting the mesh to a regular subdivision surface result. This can be used to reset parts of the sculpt or to fix reprojection artifacts after applying a Shrinkwrap Modifier.
Negative strokes will intensify the displacement details, this method works similar to Enhance Details and can give better results in some circumstances.
- Random
Randomly moves vertices along the vertex normal. This filter works similar to the Randomize Transform.
Set Pivot
Reference
- Mode:
Sculpt Mode
- Menu:
Like Object and Edit Mode, Sculpt Mode also has a Pivot Point. This is because the basic move, rotate and scale transforms are also supported in Sculpt Mode. But the pivot point in Sculpt Mode is unique. It always moves together with the transformed mesh and can be both manually & automatically placed.
- Origin
Sets the pivot to the origin of the sculpt.
- Unmasked
Sets the pivot position to the average position of the unmasked vertices.
- Mask Border
Sets the pivot position to the center of the mask's border. This operation will automatically happen when using Expand.
- Active Vertex
Sets the pivot position to the active vertex position.
- Surface
Sets the pivot position to the surface under the cursor.
Tip
For more convenient placement of the pivot point it's recommended to assign a shortcut to either Surface or Active Vertex.
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For a more general introduction see Transforming.
Rebuild BVH
Reference
- Mode:
Sculpt Mode
- Menu:
Recalculates the BVH used by Dyntopo to improve performance, which might degrade over time while using Dyntopo.
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For a more general introduction see Adaptive Resolution.
Transfer Sculpt Mode
Reference
- Mode:
Sculpt Mode
- Menu:
- Shortcut:
Alt-Q
Switches Sculpt Mode from the Active object to the object under the mouse. See Switching Objects for more information.
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For a more general introduction see Working with Multiple Objects.