Mesh Select Modes

선택 모드

Chooses whether Edit Mode selects vertices, edges, or faces, changing which editing operations are available.

Also known as: Vertex SelectEdge SelectFace Select1 / 2 / 3
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bpy — this entry
# BMesh의 점·변·면 선택 상태를 만들고 별도 표식으로 렌더에 드러낸다.
import bmesh
reset('WORKBENCH')
camera((4, -7, 4.6), target=(0, 0, 1.0), lens=55)
floor()

bpy.ops.mesh.primitive_cube_add(size=1.8, location=(0, 0, 1.0))
cube = bpy.context.object
paint(cube, material('Mesh', CLAY))
wire = edges(cube, thickness=0.014, color=INK)
frame(cube, margin=1.3)

def _set_active(obj):
    for selected in tuple(bpy.context.selected_objects):
        selected.select_set(False)
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj

def _select(domain):
    _set_active(cube)
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    settings = {'VERT': (True, False, False), 'EDGE': (False, True, False), 'FACE': (False, False, True)}
    bpy.context.scene.tool_settings.mesh_select_mode = settings[domain]
    bm = bmesh.from_edit_mesh(cube.data)
    bm.select_mode = {domain}
    elements = {'VERT': bm.verts, 'EDGE': bm.edges, 'FACE': bm.faces}[domain]
    elements.ensure_lookup_table()
    if domain == 'VERT':
        element = max(elements, key=lambda vertex: vertex.co.x - vertex.co.y + vertex.co.z)
    elif domain == 'EDGE':
        element = max(elements, key=lambda edge: sum(v.co.x - v.co.y + 2 * v.co.z for v in edge.verts))
    else:
        element = max(elements, key=lambda face: face.normal.dot(Vector((4, -7, 4.6))))
    element.select_set(True)
    if domain == 'VERT':
        marker_data = (Vector(element.co),)
    elif domain == 'EDGE':
        marker_data = tuple(Vector(v.co) for v in element.verts)
    else:
        marker_data = (Vector(element.calc_center_median()), Vector(element.normal))
    bmesh.update_edit_mesh(cube.data)
    bpy.ops.object.mode_set(mode='OBJECT')
    return marker_data

def _rod(start, end, radius, name, color):
    direction = end - start
    bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=radius, depth=direction.length, location=(start + end) / 2)
    obj = bpy.context.object
    obj.name = name
    obj.rotation_euler = direction.to_track_quat('Z', 'Y').to_euler()
    paint(obj, material(name, color))
    return obj

vertex = _select('VERT')[0]
vertex_marker = None
bpy.ops.mesh.primitive_uv_sphere_add(segments=16, ring_count=8, radius=0.12, location=cube.matrix_world @ vertex)
vertex_marker = bpy.context.object
paint(vertex_marker, material('Selected vertex', CORAL))
shoot('vertex')
vertex_marker.hide_render = True

edge_ends = _select('EDGE')
edge_marker = _rod(cube.matrix_world @ edge_ends[0], cube.matrix_world @ edge_ends[1], 0.085, 'Selected edge', CORAL)
shoot('edge')
edge_marker.hide_render = True

face_center, face_normal = _select('FACE')
face_marker = None
bpy.ops.mesh.primitive_plane_add(size=1.15, location=cube.matrix_world @ (face_center + face_normal * 0.035))
face_marker = bpy.context.object
face_marker.rotation_euler = face_normal.to_track_quat('Z', 'Y').to_euler()
paint(face_marker, material('Selected face', CORAL))
shoot('face')
Full script — runs as-is in Blender 5.1.1
# select-modes — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python select-modes.py -- <출력 폴더>
SLUG = 'select-modes'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# BMesh의 점·변·면 선택 상태를 만들고 별도 표식으로 렌더에 드러낸다.
import bmesh
reset('WORKBENCH')
camera((4, -7, 4.6), target=(0, 0, 1.0), lens=55)
floor()

bpy.ops.mesh.primitive_cube_add(size=1.8, location=(0, 0, 1.0))
cube = bpy.context.object
paint(cube, material('Mesh', CLAY))
wire = edges(cube, thickness=0.014, color=INK)
frame(cube, margin=1.3)

def _set_active(obj):
    for selected in tuple(bpy.context.selected_objects):
        selected.select_set(False)
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj

def _select(domain):
    _set_active(cube)
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='DESELECT')
    settings = {'VERT': (True, False, False), 'EDGE': (False, True, False), 'FACE': (False, False, True)}
    bpy.context.scene.tool_settings.mesh_select_mode = settings[domain]
    bm = bmesh.from_edit_mesh(cube.data)
    bm.select_mode = {domain}
    elements = {'VERT': bm.verts, 'EDGE': bm.edges, 'FACE': bm.faces}[domain]
    elements.ensure_lookup_table()
    if domain == 'VERT':
        element = max(elements, key=lambda vertex: vertex.co.x - vertex.co.y + vertex.co.z)
    elif domain == 'EDGE':
        element = max(elements, key=lambda edge: sum(v.co.x - v.co.y + 2 * v.co.z for v in edge.verts))
    else:
        element = max(elements, key=lambda face: face.normal.dot(Vector((4, -7, 4.6))))
    element.select_set(True)
    if domain == 'VERT':
        marker_data = (Vector(element.co),)
    elif domain == 'EDGE':
        marker_data = tuple(Vector(v.co) for v in element.verts)
    else:
        marker_data = (Vector(element.calc_center_median()), Vector(element.normal))
    bmesh.update_edit_mesh(cube.data)
    bpy.ops.object.mode_set(mode='OBJECT')
    return marker_data

def _rod(start, end, radius, name, color):
    direction = end - start
    bpy.ops.mesh.primitive_cylinder_add(vertices=16, radius=radius, depth=direction.length, location=(start + end) / 2)
    obj = bpy.context.object
    obj.name = name
    obj.rotation_euler = direction.to_track_quat('Z', 'Y').to_euler()
    paint(obj, material(name, color))
    return obj

vertex = _select('VERT')[0]
vertex_marker = None
bpy.ops.mesh.primitive_uv_sphere_add(segments=16, ring_count=8, radius=0.12, location=cube.matrix_world @ vertex)
vertex_marker = bpy.context.object
paint(vertex_marker, material('Selected vertex', CORAL))
shoot('vertex')
vertex_marker.hide_render = True

edge_ends = _select('EDGE')
edge_marker = _rod(cube.matrix_world @ edge_ends[0], cube.matrix_world @ edge_ends[1], 0.085, 'Selected edge', CORAL)
shoot('edge')
edge_marker.hide_render = True

face_center, face_normal = _select('FACE')
face_marker = None
bpy.ops.mesh.primitive_plane_add(size=1.15, location=cube.matrix_world @ (face_center + face_normal * 0.035))
face_marker = bpy.context.object
face_marker.rotation_euler = face_normal.to_track_quat('Z', 'Y').to_euler()
paint(face_marker, material('Selected face', CORAL))
shoot('face')

A selection mode changes the tip of the gripper: pick a point to work on a vertex, a line for an edge, or a patch for a face. In Edit Mode, use the Vertex, Edge, or Face buttons in the 3D Viewport header, or press 1, 2, or 3. Hold Shift to enable more than one selection mode.

In a script, set bmesh’s bm.select_mode to {'VERT'}, {'EDGE'}, or {'FACE'}, then call select_set(True) on the elements. This is edit-selection data; a final render does not draw the orange selection highlight or vertex dots. The demo sets real BMesh selection state and adds separate render markers at the selected vertex, edge, or face so the selected domain can be seen.

Changing selection mode can expand or contract what is selected. Holding Ctrl while switching to a higher mode includes new elements that were only partially covered by the previous selection. Switching to a lower mode deselects elements with any unselected neighbors. The three images show what a point, line, and face selection refer to on the same mesh.

When to use

Choose the domain that matches the task: vertex positions, edge flow, or face regions. Selecting only the needed elements keeps edits predictable.

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