Nodes/Avatar Graph/Object Hide View Clear
ComfyUI Node

Object Hide View Clear

Reveal everything in the viewport

By avatechai·Created 3 years ago·Updated 2 years ago· 264
Object Hide View Clear
  • BPY_OBJ
  • BPY_OBJ
selecttrue

Object_HideViewClear un-hides every viewport-hidden object in the scene. If Object_HideCollection is the "put it away" tool, this is the "bring it all back" tool: one node, no fuss, everything visible in the viewport again. It wraps Blender's bpy.ops.object.hide_view_clear, and in the avatar pipeline it's the reset button for your visibility state.

When you'd reach for it

You hide objects in the viewport to work without clutter - scratch geometry, test layers, half-finished sketch strokes. The problem is that a hide state is easy to set and easy to forget, and the pack's headless Blender keeps a single global scene, so hide flags from one part of your graph leak into everything that runs after. Object_HideViewClear is the "start clean" node: drop it where you want visibility reset, and everything hidden so far comes back into the view. It's also handy before any step that needs to operate on all objects (like a select-all or a render pass), so nothing is silently skipped because it was hidden.

How it works

Auto-generated wrapper over the hide_view_clear operator. It makes your BPY_OBJ active, clears viewport-hide flags on the scene's objects, and passes the object through. Inputs:

  • BPY_OBJ (optional) - the object; the effect is scene-wide, so this mostly anchors the node in your chain.
  • select (BOOLEAN, default true) - when true, Blender also re-selects the objects it just un-hid, which is handy if the next node needs a selection. Leave it on unless you specifically don't want that.

Output: BPY_OBJ, the same object, passed through.

The important distinction

This clears viewport hides. It has nothing to do with render visibility - that's the separate hide_render flag, handled by the sibling node Object_HideRenderClearAll. And it doesn't touch collection-level hiding either (that's Object_HideCollection). If you've hidden things at multiple levels, you'll want all three in the right places. Knowing which flag you actually set is half the debugging battle with this family.

Install and gotchas

Standard pack install:

cd ComfyUI/custom_nodes
git clone https://github.com/avatechai/avatar-graph-comfyui.git
cd avatar-graph-comfyui && python -m pip install -r requirements.txt

or ComfyUI Manager → "Avatar Graph". House rules: Python 3.10 for bpy==3.6.0, ~2.5GB SAM checkpoint + mediapipe models on first load, scene resets every run (so visibility state is rebuilt fresh each execution), live preview needs --enable-cors-header.

One honest note: in a graph you're usually not staring at a viewport, so viewport visibility mostly matters when it feeds operations that respect hide state - selection, camera framing, certain operators. If you're debugging why a node "can't find" objects that should be there, a hidden-but-present object is a classic suspect, and this node is the cheap fix. It won't delete anything or change geometry - it just stops hiding.

Categoryblender

Inputs (2)

NameTypeDefaultDescription
BPY_OBJoptBPY_OBJ
selectoptBOOLEANtrue

Outputs (1)

NameTypeDescription
BPY_OBJBPY_OBJ