• i3D - visual

  • Discovery blender optix ray tracing engine -

  • Basic

    • Settings - right click and add shortcut
      • window/toggle window fullscreen
      • view/frame selected
    • Good to know
      • Blender auto save files, but it put them in a separate folder
      • Always apply rotation and scale
        • If something is wrong go ctrl+a and scale
        • object/apply/rotation adn scale
      • can do math to write numbers like 5 * 5
    • theory
      • origin
        • modifiers, physics are based on this center of mass of the obj
      • clip start - when blender clips texturing when viewing
        • n/view menu
      • when scaling to real world, you need to apply it
        • scale it
        • ctrl + a
        • click on scale
      • names
    • Shortcuts
      • Essential
        • G R S then X Y Z then Number
        • f12 render
        • f3 search stuff
        • tab object to edit mode
        • shift + a add elem
        • alt + e deselect
      • Object
        • s scale
          • alt + s scale along normals
        • r rotate
        • g grab
        • x delete
        • a select all mesh in edit mode
        • w change select tool
        • f fill between edges
          • alternatives
            • grid fill
          • under right click menu
            • bridge edge loops
            • merge vertices
        • h hide
        • alt + h de-hyde
        • ctrl + + when selecting to select more
      • camera - mc = mouse center btn
        • alt + mc focus on object
        • shift + ` fly mode
        • pan shift + mc
        • orbit mc
        • select camera 0
        • shift+s + cursorToSelected
        • lock camera to obj
        • snap view to obj
        • ` view selected view selected elem
  • Menus - l = left click

    • Anytime
      • ctrl + l link menu
      • ctrl + e edge menu
      • p separate menu
      • shift+s apre il menu
      • 1, 2, 3 in edit mode
      • F9 after creating an object
      • show properties of elem n
        • useful to lock camera to view
    • Top bar
      • shaders - more in depth of what you see in layer
      • geometry nodes - more in depth of the modifier w same name
      • edit mode
      • sculpting mode
    • l + shade smooth
  • Modifiers

    • theory
      • apply them
      • modify where you see and don’t see them
    • simple defor bent!
    • shrinkwrap - to make mesh of icing touch donut w no clipping
    • solidify - gives thickness
    • ctrl + 1 add subdivision modifier
      • viewport is how you see it in “edit” mode
      • render is how you see it in render mode
    • edge split separate selection from mesh
    • bevel modifier like bevel but you can on & off
  • 0

  • 3 Methods of 3D modelling

    • polygonal based - great for hard surfaces
      • stuff without imperfections and precise geometrical shapes
      • gives jagged stuff when expanding
      • topology is included
    • Sculpting - organic surfaces
      • great for imperfections life faces
      • needs to do topology seperatly
    • NURBs based - precise engineering design tasks
      • used in CAD software
      • like svg. If you expand, it doesn’t lose quality
      • Compared to polygon
        • topology is automatic but less flexible
        • may require more computational resources, particularly when working with large or highly detailed surfaces
      • e.g. Plasticity
  • 3D + pixel art