Proportional Editing

비례 편집

Moves nearby unselected vertices too, with influence fading by distance and falloff.

Also known as: Proportional EditingOProportional Size
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bpy — this entry
# Smooth 감쇠로 이동한 격자 언덕과 영향받은 면을 엣지와 산호색으로 비교한다.
import bmesh
reset('WORKBENCH')
camera((4.7, -6.5, 3.3), target=(0, 0, 0.35))
floor(z=-0.04)
bpy.ops.mesh.primitive_grid_add(x_subdivisions=19, y_subdivisions=19, size=2.4, location=(0, 0, 0.04))
before = bpy.context.object
after = before.copy()
after.data = before.data.copy()
bpy.context.collection.objects.link(after)
bm = bmesh.new()
bm.from_mesh(after.data)
radius = 0.82
for vert in bm.verts:
    distance = math.sqrt(vert.co.x ** 2 + vert.co.y ** 2)
    influence = max(0.0, 1.0 - distance / radius)
    smooth = influence * influence * (3.0 - 2.0 * influence)
    vert.co.z += 0.82 * smooth
bm.normal_update()
bm.to_mesh(after.data)
bm.free()
paint(before, material('Flat', CLAY))
paint(after, material('Falloff', LIME))
after.data.materials.append(material('Influenced area', CORAL))
for polygon in after.data.polygons:
    if math.hypot(polygon.center.x, polygon.center.y) < radius and polygon.center.z > 0.04:
        polygon.material_index = 1
frame(before, after, margin=1.25)
after.hide_render = True
before_wire = edges(before, thickness=0.008)
shoot('flat')
before_wire.hide_render = True
before.hide_render = True
after.hide_render = False
edges(after, thickness=0.008)
shoot('hill')
Full script — runs as-is in Blender 5.1.1
# proportional-editing — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python proportional-editing.py -- <출력 폴더>
SLUG = 'proportional-editing'

# ── 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 ──
# Smooth 감쇠로 이동한 격자 언덕과 영향받은 면을 엣지와 산호색으로 비교한다.
import bmesh
reset('WORKBENCH')
camera((4.7, -6.5, 3.3), target=(0, 0, 0.35))
floor(z=-0.04)
bpy.ops.mesh.primitive_grid_add(x_subdivisions=19, y_subdivisions=19, size=2.4, location=(0, 0, 0.04))
before = bpy.context.object
after = before.copy()
after.data = before.data.copy()
bpy.context.collection.objects.link(after)
bm = bmesh.new()
bm.from_mesh(after.data)
radius = 0.82
for vert in bm.verts:
    distance = math.sqrt(vert.co.x ** 2 + vert.co.y ** 2)
    influence = max(0.0, 1.0 - distance / radius)
    smooth = influence * influence * (3.0 - 2.0 * influence)
    vert.co.z += 0.82 * smooth
bm.normal_update()
bm.to_mesh(after.data)
bm.free()
paint(before, material('Flat', CLAY))
paint(after, material('Falloff', LIME))
after.data.materials.append(material('Influenced area', CORAL))
for polygon in after.data.polygons:
    if math.hypot(polygon.center.x, polygon.center.y) < radius and polygon.center.z > 0.04:
        polygon.material_index = 1
frame(before, after, margin=1.25)
after.hide_render = True
before_wire = edges(before, thickness=0.008)
shoot('flat')
before_wire.hide_render = True
before.hide_render = True
after.hide_render = False
edges(after, thickness=0.008)
shoot('hill')

Lift one point on a sheet of cloth and the area around it rises smoothly too. Proportional Editing spreads a transform's influence to nearby unselected elements, with the effect fading across a radius. In Edit Mode, press O to enable it; use the wheel or Page Up and Page Down to change the influence radius.

Proportional Editing is a viewport interaction, so a background (-b) script cannot press O and drag the mouse. This demo instead measures each BMesh vertex's distance from the selected point and applies a Smooth falloff to create the same kind of deformation. It does not invoke Blender's UI tool; it shows how distance-based influence spreads across a mesh.

If the radius is too small for the mesh, the deformation becomes a sharp spike; too large, and the whole surface moves. Enable Connected Only to limit influence to connected geometry. After setting the selected point and radius, changing the Falloff shape can turn a peak into a broader hill.

When to use

Use it to push or pull terrain, cloth, or an organic surface smoothly from one point. Adjust the radius so the affected area is neither too broad nor too narrow.

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