sculpt
Reshape 3D meshes by moving vertices under a brush with operations like grab, inflate, smooth, flatten, and pinch. Subdivide faces first for enough vertices.
Instructions
Sculpt by numbers: move the vertices under a brush. Brush: either at + radius (a sphere in the world,
strongest at the centre), or where (+ mode) with spread, the number of metres around the region that still
feel the brush; falloff shapes the fade. The mesh needs enough vertices: subdivide_faces first.
op grab: pull the surface by the world vector move.
op inflate: push it out (or in, negative) along its normals by amount metres.
op smooth: relax it towards the average of the neighbours, iterations times by factor; with no brush it
smooths the whole mesh; keep_boundary leaves open edges in place. For shading only use shade.
op flatten: press the area onto its own average plane; strength 1 (default) is fully flat. Soles, table tops.
op pinch: draw the area towards its centre in the surface plane (sharpens creases, narrows a part); strength
1 collapses it, default 0.5.
Parameters of another op are ignored. The answer has vertices_moved.
where picks faces (or vertices, edges) by a condition, all given keys must hold: normal ('+Z', '-X' or [x,y,z]) with
angle (degrees, default 25); x, y, z ranges [min, max] (null means open) on the world centre; box [[x0,y0,z0],[x1,y1,z1]];
area [min, max]; index [...]. {} or null picks everything. Look at mesh_info first to see where the faces are.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| at | No | ||
| op | Yes | ||
| mode | No | faces | |
| move | No | ||
| where | No | ||
| amount | No | ||
| factor | No | ||
| object | Yes | ||
| radius | No | ||
| spread | No | ||
| falloff | No | smooth | |
| strength | No | ||
| iterations | No | ||
| keep_boundary | No |