-
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
- origin
- 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
- alternatives
- h hide
- alt + h de-hyde
- ctrl + + when selecting to select more
- s scale
- 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
- Essential
- Settings - right click and add shortcut
-
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
- Anytime
-
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
- you cann add weights
- theory
-
0
- Snapping + Auto merge vertices
- Smoothing
- shade flat is default - have different lighting on edges
- shade smooth - blends edges lighting
- auto smooth
- properties of object/object data/normals/autosmooth
- mark sharp - give shadow to these vertices. based on auto smooth
- Sub surf modifier - ctrl + 1
- crease edges are based on subdivision modifier
- Hard edges
- proximity loops - using 3 lines to make an edge
- destructive: you can do it with bavel too
- non destructive: bevel modifier
- edge splitting
- destructively: mesh/split/selection
- proceduraly: edge split modifier Blender 3.0 Beginner Modelling Tutorial (Donut part 4)
- proximity loops - using 3 lines to make an edge
-
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
- polygonal based - great for hard surfaces
-
3D + pixel art