cPy.cOptions module#
- class OneHotKey[source]#
Bases:
BaseClass- nNakedStages: int#
- Code: int#
- Stack: int#
- Firm: bool#
- Ctrl: bool#
- Alt: bool#
- Shift: bool#
- AllowStack: bool#
- UserDefined: int#
- class OneToolPreset[source]#
Bases:
object- static dynamic_cast(pObject: any) OneToolPreset[source]#
- An analogue of the dynamic_cast function from C++, it checks whether the object pObject is a OneToolPreset class or its descendant, and if so, returns the specified object, but of the OneToolPreset type.
- class AppOptions[source]#
Bases:
BaseClass- static dynamic_cast(pObject: BaseClass) AppOptions[source]#
- An analogue of the dynamic_cast function from C++, it checks whether the object pObject is a AppOptions class or its descendant, and if so, returns the specified object, but of the AppOptions type.
- AutoReloadChangedModules: bool = False#
- Auto Reload Changed Modules
- HideAll: bool = False#
- ShowBetaTools: bool = True#
- Show Beta Tools
- AllowGPULayerProcessing: bool = True#
- AllowLiveBooleans: bool = True#
- Add the child volume to any volume in the scene, press RMB over the child, and see the “Live..” items.
- ShowMirrored: bool = True#
- This option is applicable only if symmetry enabled. In this mode you should create topology only on one side of symmetry. Opposite side will be shown as in mirror without actual creation of polygons. After you will finish you may “”Apply symmetry” to get real topology on both sides. If this mode is turned off polygons will be automatically created on both sides of the symmetry
- rtMakeSculptMesh: bool = False#
- This tool allows to add coating over the layer in non-destructive way. It is similar to VoxLayer, but you may defune area using curves and change corner points later.
- rtSubdivide1: bool = True#
- rtSubdivide2: bool = False#
- rtSubdivide3: bool = False#
- ShowUVOverlapping: bool = True#
- Show/Hide UV faces overlapping
- AllowVoxelsPaint: bool = True#
- Enable the Voxel Paint for all tools. It means that constructive sculpting brushes will not only grow the surface but also cover it with PBR paint material. All Additive merging (boolean) operations will be covered with the selected Paint as well, when Voxel Paint is enabled. Shapes with different paint, will maintain their respective paint values to the point where the shapes meet.
- AllowPolyVoxels: bool = True#
- AllowRetopoVoxels: bool = False#
- Medical: bool = False#
- LockUI_Changes: bool = False#
- AutoUnwrapAttachedFaces: bool = True#
- Auto unwrap faces that was created nearby to already unwrapped island. Unwrapping will be performed each time when you switch new tool
- BackfaceCulling: bool = True#
- Backface Culling
- ShowCommandsID: bool = False#
- ExtrudeMaskBothSides: bool = True#
- RenderCurvesOnBackFaces: bool = True#
- Render Curves on Back Faces_HINT
- AutoZipScenes: bool = False#
- This options allows to preserve disk space. At first, 3B scene will be saved as is. Then it will be gradually zipped, it will be done on background without interruption of your job. After siccessfull zipping the scene file will be replaced with the zipped one.
- CorrectAlphaRendering: bool = True#
- To view semi-transparent models correctly, we need to sort faces from back to front. Generally, it is a fast process, but if you feel that it slows rendering down, you may turn it off. Pay attention, alpha ordering works only for paint objects currently.
- GlobalEnablePrintingGrid: bool = False#
- AppOpt.GlobalEnablePrintingGrid_HINT
- SkipCacheQuest: bool = False#
- When you click on cache/uncache from the VoxTree you will be asked if you really need it. If this option is turned on the question will not appear.
- RequestAO_mode: int = 1#
- RequestAO_mode_HINT
- RequestCavity_mode: int = 1#
- RequestCavity_mode_HINT
- QWER_for_gizmo: bool = True#
- QWER_for_gizmo_HINT
- ActivityBarStyle: int = 1#
- Activity Bar Position
- IgnoreOptSaving: bool = False#
- ChangeLanguagesDirectly: bool = False#
- In case if you want to help with translation to your native language there are two options. First, default is to translate ID and then send it to us via the web form. Another option - you may translate the whole language file locally and then send it to us (to support@pilgway.com). Enable this option, translate, ensure that your ID-s appear in UI. Pay attention that the file InstallFolder/data/Languages/YourLanguage.xml will be modified, modification of the file in the install folder requires running the coat{CY} “as administrator”{C}.
- AllowSplines49: bool = False#
- Enable the old version of splines in the E-panel. The new version of splines will be available as well.
- EModeAngleStep: float = 15.0#
- This is the angle step if you press ALT+CTRL in the rectangle/lasso/ellipse E-mode (E is the default hotkey to trigger the panel)
- PositiveAlpha: bool = False#
- If enabled, the top left pixel value will not be subtracted from the alpha depth.
- DontGroupObjVerts: bool = False#
- This option may help when you need to keep vertices order unchanged in single heap. Even if 3DCoat tries to keep the vertex order unchanged, sometimes this is not enough. In this case, enable this option.
- SubtractionShell: float = 0.0#
- This is an additional shell for subtractive Boolean operations.
- UseSoftBooleansForVoxels: bool = False#
- Use Soft Booleans for Voxels
- VoxelsSoftBooleansRadius: float = 5.0#
- ApplinkSculptToImport: bool = False#
- With this checkbox, AppLink triggers the Import tool. Otherwise, the model will get to the new surface layer.
- NotifyAboutUpdates: bool = True#
- Notify me about new updates
- OnlyStableUpdates: bool = True#
- Notify only about updates marked as {CY}Stable{C}.
- UndercutsEdgeOpacity: float = 0.6499999761581421#
- UndercutsTopBottomOpacity: float = 0.4000000059604645#
- BEdgeWidth: float = 0.5#
- The edge corresponds to the tapering angle. The edge contrast regulates the sharpness of the border.
- RollAngle: float = 15.0#
- HideViewGizmo: bool = False#
- Hide the Viewport Navigation Gizmo
- HideMaterialPreview: bool = False#
- Hide Material Preview
- ShowHints: bool = True#
- Allows you to show or hide popup tooltips near your mouse cursor
- ShowBottomHints: bool = True#
- Show Expanded Tooltips (Bottom of 3D Viewport)
- NarrowLeftPanel: bool = False#
- You can hide left tool panels if you prefer to use “space” menu
- ShowCurrentPointPos: bool = True#
- Show Current Pick Point Coordinate Preview
- ShowGrid: bool = False#
- Toggle 3D grid
- ShowBuildVolume: bool = True#
- Show Build Volume
- Snap3DGrid: bool = False#
- Snap cursor to the projection of the 3D grid on the screen. If several grids are visible the most rotated toward screen will be chosen. It is recommended to use it in orthogonal projection. Gizmos and primitives positions and size will be snapped to discrete positions in space
- GridZX: bool = True#
- ZX Plane
- GridXY: bool = False#
- XY Plane
- GridYZ: bool = False#
- YZ Plane
- AutoGrid: bool = False#
- Show corresponding grid plane automatically due to orientation in space
- RareGrid: bool = False#
- NormalGrid: bool = True#
- DenseGrid: bool = False#
- CustomGrid: bool = False#
- PalCellSize: int = 1#
- UI_ExtraSize: int = 0#
- UI_FontYShift: int = 3#
- UI_ClassEditorBorders: int = 3#
- UserFontExtraLinesDistance: int = 0#
- The additional space between lines in UI. Useful if you are using custom fonts and want to adjust the visual appearance of the fonts.
- UserFontDY: int = 0#
- Shift the font up and down a bit for a better visual appearance. Usually helpful if custom fonts are used.
- GridStep3D: float = 1.0#
- Grid Step
- GridSubSections: int = 1#
- Grid Subdivisions
- GridStepsCount: int = 10#
- Number of divisions in the grid
- CachingMethod: int = 5#
- SharpVoxExtrude: bool = False#
- ProjectionThrough: bool = False#
- Project the image through all object, even back faces
- LockSymmetry: bool = True#
- Lock symmetry plane so that you will not be able to move it accidently with TAB key
- ShowAxisX: bool = True#
- X
- ShowAxisY: bool = True#
- Y
- ShowAxisZ: bool = True#
- Z
- RtpObj: bool = True#
- Treat the retopo groups as materials instead on objects. Use this option on your own risk, it is not usual 3D-Coat’s workflow. By default, retopo groups will be baked as objects.
- AllowRmbProp: bool = True#
- Enable or disable RMB properties window in Sculpt room. Window may be disabled as well by assigning hotkey in Windows->Popups->Trigger volume properties window
- AllowRetopoRmbProp: bool = True#
- Enable RMB Properties in the Retopo/Modeling/UV rooms
- PanoRotation: float = 308.54229736328125#
- PanoBlur: float = 4.0#
- Drag to blur/sharp the environment texture in the viewport background
- PreventDoublePainting: bool = False#
- This option is important if you have stacked or mirrored UV islands. If the opton is enabled the point on UV map may be painted only once per stroke. It is helpful if stacked islands have no boundary with each other (for example body - one island, arms and legs - other mirrored islands). If you enable symmetry and this option, arms and legs will not be pained twice. But if mirrored islands have common boundary between them, enabling this option will lead to artifacts near the common edges because same pixel is present on both sides of the edge.
- ExpositionModulator: float = 1.0#
- Exposure
- NormalsDithering: bool = False#
- Bake Normals with Dithering
- ShowWholeRoundGizmo: bool = False#
- Show Entire Circle of the Screen Space Rotation Gizmo
- AllowLegacyProxyMode: bool = False#
- Allow Proxy mode (the legacy tool) for Multi-Resolution, instead of Newer Levels-Based System
- ShowMemoryInfo: bool = False#
- It is useful if you hunt for memory leaks and investigate memory usage.
- ArrayAndRoundingModifier: int = 0#
- E-mode Array and Rounding hotkeys
- RecordTimelapse: bool = False#
- Recording a timelapse of the process of working on a model without an interface.
- TimelapseSmoothCamera: float = 2.0#
- To prevent camera movement from flickering during timelapse, camera movement will be additionally smoothed to the specified degree.
- TimelapseShotInterval: float = 3.0#
- How often to take one snapshot of your work in seconds.
- TimelapseHideGuides: bool = False#
- TimelapseHidePMS: bool = False#
- TimelapseDeleteShotsAfterConvert: bool = True#
- BuildSizeX: float = 210.0#
- Build Size X
- BuildSizeY: float = 150.0#
- Build Size Y
- BuildSizeZ: float = 150.0#
- Build Size Z
- LayerThickness: float = 0.20000000298023224#
- Layer thickness is very important in 3D-print friendly mode. It defines the density of new volumes. The smaller Layer Thickness - the bigger is the density of voxel volumes. Bigger density means lower performance, but better quality.
- UseFixedSceneScale: bool = False#
- If you use a fixed scene scale the object will always be opened with this scale except scenes saved previously. This may be problematic in cases when objects are too huge or too small. It is recommended to keep scaled object size in the range 10-300.
- FixedSceneScale: float = 1.0#
- The scene scale to import objects.
- SingleMaterialForSculptExport: bool = False#
- If it is set, then File->Export scene will export the mesh with multiple objects but a single material.
- IslandsDistancePercent: float = 100.0#
- Islands Distance Percentage_HINT
- PreferredUVMethod: int = 0#
- Preferred unwrap method
- AlwaysTryUvStripes: bool = False#
- Use “To Strip” unwrapping whenever possible
- BakeScanDepthIn: float = 10.0#
- This value defines inner shell for baking. Scan ray will follow along normal direction inside the object on specified depth
- BakeScanDepthOut: float = 10.0#
- This value defines outer shell for baking. Scan ray will follow along normal direction outside the object on specified length
- BakeOutmostSurface: bool = False#
- OutmostBakingLimit: float = 3.0#
- ShadersPreviewSize: int = 1#
- ShapesPreviewSize: int = 1#
- ShowFoldersAsButtons: bool = True#
- Show Folders As Buttons
- MaxAmountLinesOfFolders: int = 2#
- Maximal amount of lines in folders list used for items lists like brushes, stencils, presets etc.
- Allow Material Navigation via LMB/RMB dragging in Viewport
- AllowVolumetricPainting: bool = True#
- Allow Volumetric Painting
- CustomMode: bool = False#
- GreyscalePano: bool = False#
- Use greyscale panoramas to avoid any color distortion
- pGreyscalePano: bool = False#
- VoxelPaintDepth: float = 2.0#
- The depth of the voxel painting. Use caution when increasing depth of the color penetration, as it may cause artifacts (penetration to another side of the object, noise color spots over the noisy surfaces). So, we recommend lower paint depth values in general, but especially for thin and/or noisy surfaces. Additional, the larger depth values lead to slower performance.
- EmbedTexturesToFBX: bool = False#
- When you export FBX textures will be embedded directly into the FBX file.
- csgo: int = 0#
- PhongExponent: float = 32.0#
- PhongIntensity: float = 32.0#
- AutoUpdateRetopoPounts: bool = False#
- ShowAxis: bool = False#
- Show/Hide Axis
- Autosave: bool = True#
- Enable AutoSave. Autosaved scenes stored as _autosave.3B in your folder’s scene to avoid overwriting from different scenes and sessions. As soon as you load something like _autosaveN.3b, it gets name _recovered.3b in scene to prevent overwriting by newer autosaves.
- SmallInterface: bool = False#
- Toggle between the full or compact interface
- AllowInertia: bool = True#
- Allow inertia in scrollable dialogs
- ColorConversionMode: bool = False#
- Value:
#00000000
- LastAutosaveTime: int = 3876734#
- AutosaveTime: float = 10.0#
- Autosave Time
- NumAutosaves: int = 4#
- Amount of autosave files to be sequentially stored
- UseBackgrImage: int = 2#
- Scene background style
- BackgrImage: int = 401#
- SkyBoxImage: int = 403#
- SkyBoxNodesFBO: int = -1#
- SkyBoxNodesFBOMid: int = -1#
- SkyBoxNodesFBOMid2: int = -1#
- SkyBoxNodesFBOMid3: int = -1#
- SkyBoxNodesFBODiffuse: int = -1#
- SkyBoxImageDiffuse: int = 404#
- LockPanorama: bool = True#
- Lock Environment
- CameraIsometricSnap45dg: bool = False#
- Hold down the Shift key during the rotation of the camera and it will snap to angle with 45 degrees relative to closest axis.
- CameraIsometricSnapHexagon: bool = False#
- Hold the Shift key while rotating the camera from top to lock the camera at an angle where the equilateral cubes look like equilateral hexagons. For get correct isometrics, please use orthographic view.
- CameraIsometricSnapRhombus2x1: bool = False#
- Hold the Shift key while rotating the camera from top to lock the camera at an angle where top side of the equilateral cubes look like rhombus 2x1. For get correct isometrics, please use orthographic view.
- CameraInWorldCenter: bool = False#
- Camera In World Center
- CameraFor2DPaint: bool = False#
- Camera For 2D Painting
- CameraLock2DCanvas: bool = False#
- Camera Lock 2D Canvas.
- Invert3DMouse: bool = False#
- Invert 3D Mouse
- Invert3DMouseForTransforms: bool = False#
- Invert 3D-Mouse For Transforms on objects transform mode. See Edit->Transform without gizmo->Transform with 3D-Connection/mouse.
- TabletLibrary: int = 0#
- Tablet Interface
- TreatEraserAsPen: bool = False#
- Treat Eraser as Pen
- IgnoreDoubleClicksFromPen: bool = False#
- Ignore double clicks from pen
- VSync: bool = False#
- Limit FPS by the display VSync frequency. It helps to decrease the GPU load.
- GammaCorrectionRed: float = 1.0#
- GammaCorrectionGreen: float = 1.0#
- GammaCorrectionBlue: float = 1.0#
- AcesTonemapping: bool = False#
- Aces Tone Mapping is used widely in the Film & Game industry, and this mode will help the look in the viewport match more closely to the viewport in Game Engines or applications that employ it.
- SoftwarePreset: int = 68863#
- Normal Map Software Preset
- TBN_Normalisation: int = 0#
- Local space (TBN) normalization method
- NormalsCalculationMethod: int = 1#
- Choose how normals of the mesh for painting will be calculated
- TriangulationMethod: int = 0#
- Triangulaton method is important for compatibility of normal maps. If triangulation method does not correspond to your modeling software and you will bake normal maps - cross-like artifacts may appear on quads
- TBNMethod: int = 0#
- Tangent space is important to render normal maps correctly. If you are using incorrect tangent space seams will be visible on baked model in your modeling software. So you need to choose method that is well compatible with your modeling software after exporting from 3DCoat. Difference is not too visible on organic models but may affect baking hardsurface models essentially
- SwapTB: bool = False#
- Swap TB
- DenormalizedTB: bool = False#
- Denormalized TB
- IconsHighlightColor: int = 4286153612#
- Value:
#FF79838C
- TopBackgroundColor: int = 4279571733#
- Value:
#FF151515
Top Background Color
- BottomBackgroundColor: int = 4279571733#
- Value:
#FF151515
Bottom Background Color
- GridColor: int = 4286611584#
- Value:
#FF808080
The 2D grid color, overlaid over the viewport
- InterfaceColor: int = 4281019179#
- Value:
#FF2B2B2B
Overall interface color
- DropdownColor: int = 4281479730#
- Value:
#FF323232
Drop-down List Color
- HeadersColor: int = 4280624421#
- Value:
#FF252525
Menu and floating windows header color
- ToolsHeadersColor: int = 4279900698#
- Value:
#FF1A1A1A
The color of the headers of sections in left tool panel
- ButtonsColor: int = 4283650899#
- Value:
#FF535353
This color will be used for buttons, sliders, and scrollers
- ButtonDownColor: int = 4281348144#
- Value:
#FF303030
- ButtonMOverColor: int = 4286611584#
- Value:
#FF808080
- HighlightColor: int = 4284966502#
- Value:
#FF676666
This color will be used for highlighted elements; buttons, combo-boxes, and scrollers
- MeshPreviewColor: int = 4293753391#
- Value:
#FFED7A2F
The mesh preview color for primitives and import tools.
- FontHighlightColor: int = 4278321666#
- Value:
#FF020202
The color of font on the highlighted button
- CurrLayerColor: int = 4280328224#
- Value:
#FF20A020
- HintBGColor: int = 4286611584#
- Value:
#FF808080
- TopToolbarColor: int = 4284506208#
- Value:
#FF606060
This color will be used for the toolbar tops
- LeftToolbarColor: int = 4286611584#
- Value:
#FF808080
- MenuColor: int = 4286611584#
- Value:
#FF808080
- HintsColor: int = 4291085508#
- Value:
#FFC4C4C4
Hint Background
- HintsTextColor: int = 4278190080#
- Value:
#FF000000
Hints Text Color
- WireframeColor: int = 4278190080#
- Value:
#FF000000
Wireframe Color
- SeamsColor: int = 4294901760#
- Value:
#FFFF0000
Seams color
- SharpEdgesColor: int = 4278255615#
- Value:
#FF00FFFF
Sharp edges color
- SharpSeamsColor: int = 4294902015#
- Value:
#FFFF00FF
Sharp Seams Color
- DrawsColor: int = 4286643968#
- Value:
#FF80FF00
Retopo strokes color
- StartMenuHighlightColor: int = 4287192628#
- Value:
#FF895E34
Start menu highlight color
- SubfolderSelectionColor: int = 4288782753#
- Value:
#FFA1A1A1
Items folder selection color
- SelectionContourColor: int = 4294967295#
- Value:
#FFFFFFFF
The default contour color
- RenderBackEdges: bool = True#
- Render back edges (invisible due to Z-buffer)
- UseReferenceColorForSelectionContour: bool = True#
- Value:
#00000001
Use the volume reference color as the contour color
- RenderSelectionContour: bool = False#
- Render the selection contour
- ProjScaleFactor: int = 100#
- Additional scale that will be applied to the projection image to edit in external editor
- TexApproach: int = 2#
- Texture Export/Import Workflow
- StoreRGToMetAlpha: bool = True#
- Store glossiness or roughness in alpha channel of metalness texture (in dependence on approach)
- ComboDropdownAdjustment: float = 1.0#
- ComboInnerAdjustment: float = 1.0#
- ComboArrowAdjustment: float = 1.0#
- DialogsHeaderAdjustment: float = 1.190000057220459#
- DialogsAdjustment: float = 1.2400000095367432#
- DockDelimiterAdjustment: float = 1.0#
- InputFieldAdjustment: float = 1.0#
- LayersAdjustment: float = 1.0#
- MenuAdjustment: float = 1.190000057220459#
- MenuHighlightAdjustment: float = 1.0#
- MenuDelimiterAdjustment: float = 1.0#
- QuickpanelButtonAdjustment: float = 0.8799999952316284#
- QuickpanelAdjustment: float = 1.3799999952316284#
- ToolButtonsAdjustment: float = 0.6600000262260437#
- ToolsetButtonsAdjustment: float = 0.800000011920929#
- ToolSelectButtonAdjustment: float = 0.8399999737739563#
- DockedAdjustment: float = 1.0#
- UndockedAdjustment: float = 1.1799999475479126#
- VoxtreeItemAdjustment: float = 1.0#
- VoxtreePlusAdjustment: float = 0.699999988079071#
- RenderExactViewsInPerspective: bool = True#
- Render front, back, left, right, top views in perspective.
- AmountOfTurnableShots: int = 4#
- Amount of shots for the turnable rendering
- AngleForTurnableShots: float = 45.0#
- Angle over the horizon for the turnable rendering
- UseMultiCore: bool = True#
- Use Multi-Core Optimization
- UseMulticoreForSaving: bool = True#
- Use Multi-Core for Saving
- UseMRT: bool = True#
- Use multiple render targets to speed up real time normal map updates
- PickColorJustFromTheScreen: bool = False#
- Value:
#00000000
Pick the color with the picker tool or hotkey (usually V) just from the screen not from objects or layers.
- PickFromAllLayers: bool = True#
- If this option is checked, color will be chosen from all layers. Otherwise it will be chosen only from the current layer
- PickDepthToo: bool = True#
- Pick depth with Sampler Tool when depth channel is enabled
- PickFromCentralPoint: bool = True#
- Pick color/depth/Glossiness from central point
- ShowSoloMaterial: bool = False#
- In this mode you can click somewhere and unhide all faces with the same material
- WheelAction: int = 0#
- Select the parameter to change with the mouse wheel
- CtrlWheelAction: int = 1#
- Select the parameter to change with CTRL+mouse wheel
- ShiftWheelAction: int = 3#
- Select the parameter to change with SHIFT+mouse wheel
- AltWheelAction: int = 2#
- Select the parameter to change with ALT+mouse wheel
- WheelZoomPerspSpeed: float = 1.0#
- Wheel Zoom Perspective Speed
- WheelZoomOrthoSpeed: float = 1.0#
- Wheel Zoom Orthographic Speed
- WheelZoomUVSpeed: float = 1.0#
- Wheel Zoom UV Speed
- UseShiftSnapping: bool = True#
- Use Shift Snapping_HINT
- NormalmapExportType: int = 0#
- Please select the default normal maps exporting options
- RealtimePaddingMode: int = 0#
- There are several methods for padding. First one linearly interpolates color between pixels from opposite island. Second one Takes nearest pixel from opposite island. Third one, the naive, takes nearest pixel from current island.
- FillBordersMode: int = 1#
- When exporting textures you will be asked if you need a border around the texture clusters (padding). This option allows you to answer this question automatically
- BorderEdgesWidth: int = 256#
- Please select padding width
- EditorPath: cStr = photoshop.exe#
- The path to your external graphics editor. This editor should support loading and saving files with the PSD extension
- MeshViewQuality: int = 0#
- AppOptions::MeshViewQuality_HINT
- PickerType: int = 1#
- Use LMB to choose a color
- PickColorMode: int = 0#
- Value:
#00000000
- NearPlane: float = 1.0#
- Tweak the cameras near plane to be able to move closer to the surface
- PivotType: int = 3#
- Rotation pivot is current pick point on the object
- SnappingMethod: int = 1#
- Snapping Method to be Used
- HideScrollers: bool = True#
- Hide Scrollers
- DontUseStickyKeys: bool = False#
- Disable the sticky keys mechanics
- IconicUI: int = 1#
- MultiresScope: int = 0#
- Please choose whether multiresolution acts over the current object, selected objects, or all visible objects. This simplifies multi-object multiresolution management.
- NumProcessors: int = 24#
- UsingProcessors: int = 32#
- PtexTextureSize: int = 3#
- The size of textures that will be used to store PTEX quads. This size will be used for export if you export the PTEX model as regular model
- FlipPtexQuads: bool = False#
- Flip ptex quads for better compatibility with Renderman
- MillionsOfPolygons: float = 4.0#
- Mesh resolution, in millions of polygons, after the mesh smoothing is applied during the loading. This amount should be greater than the number of pixels in the texture
- TexSizeX: int = 2048#
- Texture width. If your video card has less than 256 megs of RAM you should avoid textures larger than 2000 x 2000
- TexSizeY: int = 2048#
- Texture height. If your video card has less than 256 megs of RAM you should avoid textures larger than 2000 x 2000
- ShowGrid2D: bool = False#
- Show/Hide 2D Grid
- SnapGrid2D: bool = True#
- Snap the cursor to the grid
- SnapOriginalVerts: bool = False#
- Snap brush to low-poly mesh vertex positions
- Grid2DSize: int = 64#
- Set the grid size in pixels
- Grid2DSub: int = 0#
- This value represents the number of subdivisions in the screen grid. Use zero for none
- Grid2DColor: int = 4278255615#
- Value:
#FF00FFFF
Click the LMB here to change the 2D grid color
- GreyOutBgInModalDialogs: bool = False#
- Grey-out Background w/ Pop-Up Dialogs_HINT
- GreyOutOpacity: float = 0.6600000262260437#
- Grey-out Opacity reduces the opacity of the grey-out effect over the viewport, when a dialog pop-up appears
- Use Tabs instead of a Drop List to switch Workspaces.
- OldStyleHotkeysInSpacePanel: bool = False#
- LightDirX: float = 0.5333399772644043#
- LightDirY: float = -0.012202000245451927#
- LightDirZ: float = 0.4248810112476349#
- LightContrast: float = 0.0#
- EnvMap: int = -1#
- LowShadersQuality: bool = False#
- Select this option if you experience performance problems
- MainColor: int = 4283987568#
- Value:
#FF587670
- BackColor: int = 4278190080#
- Value:
#FF000000
- ControlsIn3D: bool = False#
- Use a 3D style for the buttons
- ControlsWithGradient: bool = False#
- Use a gradient texture for menus and backgrounds
- InverseVerticalZoom: bool = False#
- Press ALT+LMB and slide the mouse upwards to zoom in the opposite direction
- FontColor: int = 4289177511#
- Value:
#FFA7A7A7
This color will be used for text and white icons, locks, and navigation controls
- EditAreaColor: int = 4280163870#
- Value:
#FF1E1E1E
Edit Area Color
- EditAreaBorderColor: int = 4282598211#
- Value:
#FF434343
Edit Area Border Color
- EditAreaBorderHighlightColor: int = 4282598211#
- Value:
#FF434343
Edit Area Highlight Color
- PassiveTabColor: int = 4279045389#
- Value:
#FF0D0D0D
Passive Tab Color
- ActiveTabColor: int = 4280032284#
- Value:
#FF1C1C1C
Active Tab Color
- BackgroundTabColor: int = 4279834905#
- Value:
#FF191919
Tab Background Color
- HeadersFontColor: int = 4289572269#
- Value:
#FFADADAD
Use this color for the headers text
- rtColorMode: int = 0#
- Value:
#00000000
- rtNeedColorMode: int = 0#
- Value:
#00000000
- NeedLayersConvert: int = 0#
- PaintShaderType: int = 1#
- pPaintShaderType: int = 1#
- BakeWithNamesCorrespondence: bool = False#
- You may use this option to simplify Sculpt Object Baking if names of Retopo Objects correspond to Sculpt Object names. If you check the option each Retopo Object will be baked using only the Sculpt Object of same name and its children
- ShowFocalShift: bool = False#
- Show the ‘Focal shift’ slider in the top panel
- ShowFalloff: bool = True#
- Show the ‘Falloff’ slider in the top panel
- ShowThumbs: bool = True#
- Show Import Thumbnails on Start Page
- ShowIThumbs: bool = True#
- Show Interface Thumbnails on Start Page
- DebugShadersMode: bool = False#
- Shader debug mode allows you to see errors while shaders are compiling
- StoreWindowState: bool = True#
- Store Window State
- DontShowSurfaceHint: bool = False#
- Don’t show this hint again
- StorePenShapeForTools: bool = True#
- Remember Brush/Strip For Every Tool
- StorePenRadiusForTools: bool = True#
- Remember Own Brush Radius for Every Tool
- PenSensivity: float = 1.0#
- Brush sensitivity
- PenPressureLevels: int = 650#
- Please enter the number of pressure levels for your brush
- Symmetry_point_opacity: float = 40.0#
- Symmetry Point Opacity
- CamZoomSpeed: float = 1.0#
- Camera Zoom Speed
- CamRotSpeed: float = 1.0#
- Camera Rotation Speed
- SymmSnapValue: float = 0.4000000059604645#
- Use older version of 3D-Connexion API. It is not recommended because in some cases it may lead to additional lags if you use wireless devices (mouse, pen, keyboard). But if the new API does not work for you - please use older one.
- ShowWorldCenter3DConnexion: bool = True#
- Show the pivot when you navigate
- Use3DConnexionPivot: bool = False#
- Use the default 3DConnextion pivot picking algorithm - pick the pivot around the center of the viewport.
- MovementSensitivity: float = 1.0#
- Movement Sensitivity
- ZoomModulator: float = 1.0#
- Zoom Speed Modulator
- PanUDModulator: float = 1.0#
- Vertical Pan Modulator
- PanRLModulator: float = 1.0#
- Horizontal Pan Modulator
- RotationSensitivity: float = 1.0#
- Rotation Sensitivity
- SpinModulator: float = 1.0#
- Spin Modulator
- TiltModulator: float = 1.0#
- Tilt Modulator
- RollModulator: float = 1.0#
- Roll Modulator
- OrthoZoomSpeed: float = 1.0#
- Orthographic mode zoom speed
- OrthoPanSpeed: float = 1.0#
- ObjectMovingSpeed3DM: float = 1.0#
- The additional speed modulator for the translation when the object manipulation mode with the 3D-mouse turned on.
- M3D_ActivationKey: int = 1#
- Choose a key to activate the mode where you can change the radius, depth, opacity, and brush angle using a space mouse
- PenIconSize: int = 1#
- StripIconSize: int = 1#
- MaskIconSize: int = 1#
- MtlIconSize: int = 3#
- ModelsIconSize: int = 2#
- FacturesIconSize: int = 2#
- PanIconSize: int = 2#
- ScriptInfoType: int = 0#
- When you press the RMB+MMB over the item in UI the code for scripting will be copied to the clipboard. This option allows to define what type of information will be copied there.
- RotateAroundYAxis: bool = True#
- Rotation will be constrained - space navigator will rotate around Y-axis in the same was as in standard navigation scheme
- DisableRoll: bool = False#
- Disable roll with 3D-Mouse. In many cases this is most convenient
- RealtimeUVPreview: bool = True#
- ZoomToVaryRadiusSensitivity: float = 1.0#
- Zoom to Radius Speed
- UpDonToVaryDepthSensitivity: float = 1.0#
- Vertical Pan to Depth Speed
- RLToVaryTransparencySensitivity: float = 1.0#
- Horizontal Pan to Opacity Speed
- SpinToVaryRotationSensitivity: float = 1.0#
- Spin to Rotation Speed
- TiltToVaryFocalShiftSensitivity: float = 1.0#
- Tilt to Focal Shift Speed
- RollToVarySpecularSensitivity: float = 1.0#
- Roll to Glossiness Speed
- FreezeViewMode: int = 0#
- Change the pattern used to indicate frozen areas
- FreezePScrollSpeed: float = 1.0#
- Freeze pattern scroll speed. Change the pattern used to indicate frozen areas in the freeze menu
- HidePenConstantlyInCapsMode: bool = False#
- If this option is checked brush will be hidden constantly in CAPS LOCK mode, otherwise it will be hidden only while drawing
- HidePenConstantly: bool = False#
- If this option is checked brush will be hidden when drawing
- ShowPenAlpha: bool = True#
- Show Brush Alpha Texture
- PenCircleColor: int = 4294967040#
- Value:
#FFFFFF00
Brush Circle Color
- PenShapeColor: int = 4294901760#
- Value:
#FFFF0000
Color of the brush curve. This color will be used for the dot in CAPS LOCK mode
- ShowCentralSpotInCapsMode: bool = True#
- Show Cental Dot in CAPS Mode While Drawing
- PickVertMode: int = 0#
- TopologicalPaintConstraints: bool = False#
- Paint only in the topologically connective areas. Otherwise, paint tools act over the volumetric sphere.
- MessageAbovePen: int = 0#
- Message Above Brush
- MessageBelowPen: int = 0#
- Message Below Brush
- MessagesColor: int = 4294901760#
- Value:
#FFFF0000
Color of the messages below or above the brush
- EdgeLoopFriendlyQuadrangulation: bool = True#
- In this case another method of quadrangulation will be used to get nice edgeloops. It is more time consuming
- SteamApp: bool = False#
- SelectEdgesWhenFacesDeleted: bool = True#
- When you delete selected faces the bounding edges will be selected. Turn it off if you don’t need edges selection.
- AutoJoinCurvesEnds: bool = True#
- If you start new curve and click on the first or last point of an existing curve the curve will be extended with new points. Uncheck if you need to start new curve even if new point matches existing one exactly.
- MoveOnlySlectedGroupFaces: bool = True#
- SmoothJustOnce: bool = False#
- If this option turned ON the “Smooth all” dialog will not appear. Smoothing will be performed just once.
- SpineToolOnlySplineMode: bool = False#
- UseRGBCavityByDefault: bool = True#
- RGB Curvature is a multi-range Curvature texture map, where each channel corresponds to a different cavity scale. B is the local cavity, G is a middle-range cavity, R is the far-range cavity.
- AutoExtrudeFaceByDefault: bool = True#
- Extrude auto commit after new Selection
- SmartExtrudeConstSelection: bool = False#
- Selection enable all time
- HideGizmoIfShiftPressed: bool = False#
- Hide Gizmo w/ CTRL/SHIFT Hotkeys in the Retopo/Modeling Room, via the Select & Transform tool
- ShowDensityNearVolumes: bool = True#
- Show Density near the Volume’s Name
- ShowPolycountNearVolumes: bool = False#
- Show Polycount near the Volume’s Name
- RelaxSharpEdges: bool = False#
- Moving or not the “Sharp Edges” during Relaxing
- CentralRectExpansion: bool = False#
- Expand the rectangle, square, or shape from the center.
- static GetToolPreset(Name: str) OneToolPreset[source]#
- static FindToolPreset(Name: str) OneToolPreset[source]#
- SaveMask: int = -1#