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full-aigc-pluginsfull-aigc-plugins/blender-design-plugin/skills/blender-sculpt-surface/SKILL.md

blender-sculpt-surface

Skill4 starsChanged 21 days agoApache-2.0View on GitHub

Create and refine Blender surface detail with topology-bound masks, displacement, foreground sculpt strokes, voxel remesh, Multires, and cleanup modifiers.

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Use topology-bound selections for masks and deterministic displacement.

    line 8

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Sculpt and surface detail

Use topology-bound selections for masks and deterministic displacement. sculpt.brush_stroke requires a foreground VIEW_3D and an active compatible sculpt brush; use it for reproducible strokes, then inspect the actual vertex change.

Record that voxel remesh invalidates old element selections. Keep Multires levels bounded and editable. Decimate/Shrinkwrap cleanup may prepare a proxy but is not production character retopology.

For artistic refinement beyond structured strokes, pause for user takeover, then re-inspect and start a new transaction before continuing. Report topology changes, modifier state and known loss of detail.

什么时候使用(When to Use)

需要拓扑绑定遮罩、确定性位移、结构化雕刻笔触、Voxel Remesh、Multires 或表面清理时使用。

输入与前置条件(Prerequisites)

  • 指定目标对象、拓扑版本、选择/遮罩、笔刷、强度、对称、细节尺度和允许的拓扑变化。
  • 前台 sculpt stroke 必须有 VIEW_3D 与兼容活动笔刷。

执行流程(Workflow)

Step 1. 检查对象 scale、拓扑和活动模式,绑定选择到当前拓扑版本。 Step 2. 先执行可重复位移或结构化 stroke,并测量实际顶点变化。 Step 3. 仅在批准后进行 voxel remesh 或 Multires,随后废弃旧元素选择。 Step 4. 检查轮廓、细节损失、modifier 状态和后续 retopo 需求。 Step 5. 艺术性自由雕刻时暂停给用户接管,恢复后重新检查并新建事务。

验证与交付证据(Validation)

报告前后顶点统计、拓扑版本、stroke 参数、实际位移、remesh/Multires 状态、预览和已知细节损失。

Rules 与能力边界(不适用场景)

清理 modifier 只能准备代理,不等于生产级角色 retopo;用户接管后不得回滚覆盖人工编辑。

Gotchas(常见问题与恢复)

  • 选择失效:拓扑改变后重新查询,不复用旧索引。
  • 细节丢失:从事务快照恢复并调整 voxel size 或层级。
  • Stroke 无变化:检查模式、活动笔刷、遮罩和可见几何。

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