user: Provide the full official documentation entry for Sculpt Operators, preserving all code examples.

assistant: # Sculpt Operators

bpy.ops.sculpt.brush_stroke(*\**, *stroke=None*, *mode='NORMAL'*, *pen_flip=False*, *override_location=False*, *ignore_background_click=False*)
:   Sculpt a stroke into the geometry

    Parameters:
    :   - **stroke** (`bpy_prop_collection` of `OperatorStrokeElement`, (optional)) – Stroke
        - **mode** (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.
        - **pen_flip** (*boolean**,* *(**optional**)*) – Pen Flip, Whether a tablet’s eraser mode is being used
        - **override_location** (*boolean**,* *(**optional**)*) – Override Location, Override the given “location” array by recalculating object space positions from the provided “mouse_event” positions
        - **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`](mathutils.html#mathutils.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_extract(*\**, *add_boundary_loop=True*, *smooth_iterations=4*, *apply_shrinkwrap=True*, *add_solidify=True*)
:   Create a new mesh object from the selected Face Set

    Parameters:
    :   - **add_boundary_loop** (*boolean**,* *(**optional**)*) – Add Boundary Loop, Add an extra edge loop to better preserve the shape when applying a subdivision surface modifier
        - **smooth_iterations** (*int in* *[**0**,* *inf**]**,* *(**optional**)*) – Smooth Iterations, Smooth iterations applied to the extracted mesh
        - **apply_shrinkwrap** (*boolean**,* *(**optional**)*) – Project to Sculpt, Project the extracted mesh into the original sculpt
        - **add_solidify** (*boolean**,* *(**optional**)*) – Extract as Solid, Extract the mask as a solid object with a solidify modifier

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` of `OperatorMousePath`, (optional)) – Path
        - **use_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` of `OperatorMousePath`, (optional)) – Path
        - **use_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*, *location=(0, 0)*)
:   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
        - **location** (*int array* *of* *2 items in* *[**0**,* *32767**]**,* *(**optional**)*) – Location, Region coordinates of sampling

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