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Empezando con Blender: La interfaz de usuario

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Empezando con Blender: La interfaz de usuario

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Exploramos las características fundamentales de la interfaz de usuario de Blender, adecuado para principiantes que buscan familiarizarse con el entorno 3D.

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Ajustes recomendados para iniciar tus proyectos en Blender, incluyendo la configuración del espacio de trabajo y consejos para optimizar tu flujo de trabajo.

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How to set up Attract for your personal project

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Una visión general de los modificadores en Blender, explicando su propósito, cómo acceder a ellos, y sus aplicaciones más comunes.

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This Blender Modifiers Tutorial explains many modifiers you can find inside the Blender tool. We will cover all kind of techniques and explain them in detail. In the Part Three of our Blender Basics Tutorial we have already talked about the Modifiers and non-destructive modeling overall. In this article we will cover this topic further and learn more about what exactly is destructive and non-destructive modeling, whis is better and how to use modifiers in Blender.

Blender Non-Destructive Modeling

There are two main ways of modeling. The regular one - is destructive. It is when you make a change and it instantly applies to your object. For example, if I take my default Cube, change to the Edit Mode[Tab] and Move[G] around a few vertices - this change will be applied instantly and my object now looks like this:

And the only two ways I can turn it as it was before is either by undoing my steps or by manually moving my vertices and the places where they have been before. And if you imagine that you did this change two hours ago and you want to revert it - there is no way you are undoing all your steps to that point. So you only left with manual reconstruction which is clearly not the best way to go.

Process of aligning vertices

To resolve these problems you canuse the other way of modeling - non-destructive one. It differs in a way that we talked about just now. Meaning that if you make a non-destructive change and then after two hours of work want to undo it - there would be absolutely no problems in doing so and it will be done in basically one click.

In Blender non-destructive modeling is presented via Modifiers. To utilize Modifiers you should proceed to the Modifier properties tab of the Properties Editor window

Blender How to Use Modifiers

To use a modifier you first of all need to select an object that you want the modifier applied to. In my case it would be a simple default Cube. Then in the Modifier Properties you click on the Add Modifier button. And in the drop-down window select the modifier that you would like to apply.

I will select an Array modifier, because it is easy to both explain and understand, thus making a perfect example. Besides, we already used it in the Blender Basics Part 3.

Right after you click on the modifier in the drop-down list - it will be added to the object. You should see both how your object changed in the Viewport and that there are settings available in the Modifiers Properties.

It looks like the Cube has become elongated. In reality Array modifier creates a copy of your original object placed in line. It just turns out that way, so the end of the first Cube is exactly the start of the next one. You can change the "Factor X" setting on the Modifier Properties to see that they are in fact two identical Cubes.

If you change to the Edit Mode[Tab] right now - you will notice that you can only see geometry on the first Cube and thus make changes only to it. Though making any change to the first Cube also transfers onto the other one.

This is non-destructive modeling. The other Cube is not an independent object and does not even have its own geometry. It is a copy of the first one and fully dependent on it.

If we return to the example: after two hours of work if you decide that you want to change something about these two cubes - you can do that by using modifier settings. Or delete the second one at all.

Besides, absolutely any modifier can be made into the destructive modeling. All you need to do is to Apply Modifier in the settings.

After you do that - your modifier would be applied to the object and all the geometry would be created. In the case of the Array Modifier - the second cube becomes an independent object with its own geometry that can be altered without the first cube at all.

All this is true for any of the given modifiers.

Blender Most Used Modifiers List

There are quite a lot of modifiers that are available in Blender, each of them is individual and does something unique. So we are going to introduce you to some of the modifiers. We can't talk about all of them because there is just too much, so we will try and select the most used and most useful ones.

This does not mean that there are useless modifiers, but just that some of them are too situational and not widely used, while others do. Starting with the Modify column:

To be honest, all the modifiers out of this column are really situationa l. They are aimed to help you work with the UV maps, Weights and other specifical things. Though this does not mean that you would use them every time you work with UVs, they are still quite situational.

Next is the Generate column. This one is probably the most important and has a lot of really useful modifiers.

Array. We already looked at this one. It allows you to create a line(array) or curve of the original object's copies.

Bevel. Adds a non-destructive Bevel to the edges of the object to smooth it out and add details.

Boolean. Powerful modifier that allows you to add holes to the objects by using other objects geometry.

Curve. Allows you to deform any object following a Curve that you have created.

Hook. Deform the object by "hooking" it to another object. Usually an Empty is used for this.

Lattice. Set a Lattice object and the modifier will deform your original object in accordance with it.

Simple Deform. Twist, Bend, Taper or Stretch the whole object.

Smooth. Smoothes out the edges of the object. Similar to the Bevel modifier, but does not create new geometry.

Wave. Deforms an object in a wave-like shape.

Decimate. Allows you to simplify selected objects by collapsing its edges and faces. Can be used to delete unwanted geometry.

Mirror. Allows you to mirror the object onto the other plane. It is widely used to create symmetry on the object.

Solidify. Adds depth and thickness to the geometry. Best example is seen on the Plane object.

Subdivision Surface. One of the most important modifiers there are. Allows you to easily add more details and geometry to the object. Though can be hard to use at the beginning. Best to use on more advanced objects than Cube, for example the Suzanne monkey.

The next column is Deform. From what follows, it is about deformation of different types.

The last column, Physics, is quite easy to understand. Basically it takes the things that you can do in the Particle Properties and Physics Properties menus and adds them as non-destructive modifiers.

So you can add different physical qualities to the objects. For example, make a Cube made of Cloth and drop it on the Plane that has Collision. So when they collide - the cube will collapse.

To learn more about Physics in Blender - check out our Blender Physics(Coming Soon) article.

Conclusion Blender Modifiers Tutorial

Modifiers are a really powerful tool that allows you, as a user, to save a lot of time. And even besides the fact that non-destructive modeling is such a convenient thing - modifiers allow you to do things that are either too difficult to do yourself or even impossible. For example, creating a round hole in a cube is a really difficult task. But Boolean modifier allows you to do that in a few clicks. See also our other Blender Tutorials!

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Blender Modifiers Tutorial - RenderGuide.com

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This Blender Modifiers Tutorial explains many modifiers you can find inside the Blender tool. We will cover all kind of techniques and explain them in detail.

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Descubre los modificadores más útiles para el modelado 3D en Blender, incluyendo ejemplos prácticos de su uso.

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Trucos y consejos para el uso de modificadores

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Trucos y consejos para el uso de modificadores

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Técnicas avanzadas para maximizar el potencial de los modificadores en tus proyectos de Blender, con enfoque en eficiencia y creatividad.

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Modifiers are automatic operations that affect an object's geometry in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually (such as subdivision surfaces) and without affecting the base geometry of your object.

They work by changing how an object is displayed and rendered, but not the geometry which you can edit directly. You can add several modifiers to a single object to form The Modifier Stack and Apply a modifier if you wish to make its changes permanent.

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They can be added to the active object using the Add Modifier drop-down menu at the top of their properties tab. New modifiers are always added at the bottom of the stack (i.e. will be applied last).

There are four types of modifiers:

Modify

These are tools similar to the Deform ones (see below), however, they usually do not directly affect the geometry of the object, but some other data, such as vertex groups.

Generate

These are constructive/destructive tools that will affect the whole Topology of the mesh. They can change the general appearance of the object, or add new geometry to it...

Deform

Unlike Generate ones above, these only change the shape of an object, without altering its topology.

Simulate

Those represent physics simulations . In most cases, they are automatically added to the modifiers stack whenever a Particle System or Physics simulation is enabled. Their only role is to define the position in the modifier stack from which is taken the base data for the simulation they represent. As such, they typically have no attributes, and are controlled by settings exposed in separate sections of the Properties .

Interface

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Each modifier's interface shares the same basic components, see Fig. Panel layout (Subdivision Surface as an example). .

At the top is the panel header. The icons each represent different settings for the modifier (left to right):

Expand (down/right arrow icon)

Collapse modifier to show only the header and not its options.

Type

An icon as a quick visual reference of the modifier's type.

Name

Every modifier has a unique name per object. Two modifiers on one object must have unique names, but two modifiers on different objects can have the same name. The default name is based on the modifier type.

Show on Cage (vertices-triangle icon) - Meshes only

Depends on the previous setting, if enabled, the modified geometry can also be edited directly, instead of the original one.

Warning

While it shows edited items in their final, modified positions, you are still actually editing original data. This can lead to strong and unpredictable effects with some tools, and should be disabled whenever you need to perform complex or precise editing on the mesh.

Show in Edit Mode (vertices-square icon)

Display the modified geometry in Edit Mode, as well as the original geometry which you can edit.

Show in Viewport (screen icon)

Toggle visibility of the modifier's effect in the 3D Viewport.

Render (camera icon)

Toggle visibility of the modifier's effect in the render.

Note

The Square, Triangle and Surface icons may not be available, depending on the type of object and modifier.

Apply On Spline Points (point surface icon) - Curves, surfaces and texts only

Apply the whole modifier stack up to and including that one on the curve or surface control points, instead of their tessellated geometry.

Note

By default, curves, texts and surfaces are always converted to mesh-like geometry before that the modifier stack is evaluated on them.

Specials

Apply Ctrl-A

Makes the modifier "real": converts the object's geometry to match the applied modifier's results, and deletes the modifier.

Warning

Applying a modifier that is not first in the stack will ignore the stack order (it will be applied as if it was the first one), and may produce undesired results.

Apply as Shape Key

Stores the result of that modifier in a new relative shape key and then deletes the modifier from the modifier stack. This is only available with modifiers that do not affect the topology (typically, Deform modifiers only).

Note

Even though it should work with any geometry type that supports shape keys, currently it will only work with meshes.

Save as Shape Key

Stores the result of that modifier in a new relative shape key and keeps the modifier in the modifier stack. This is only available with modifiers that do not affect the topology (typically, Deform modifiers only).

Copy to Selected

Copies the modifier from the Active object to all selected objects.

Duplicate Shift-D

Creates a duplicate of the modifier just below current one in the stack.

Move to First/Last

Moves the modifier to the first or last position in the modifier stack.

Delete X, Delete

Delete the modifier.

Move ::::

Move the modifier up/down in the stack , changing the evaluation order of the modifiers.

Below this header, all of the options unique to each modifier will be displayed.

The Modifier Stack

Modifiers are a series of non-destructive operations which can be applied on top of an object's geometry. You can be apply them in almost any order. This kind of functionality is often referred to as a "modifier stack" and is also found in several other 3D applications.

In a modifier stack, the order in which modifiers are applied has an effect on the result. Therefore the modifiers can be re-arranged by clicking the grab widget (:::: ) in the top right, and moving the selected modifier up or down. For example, the image below shows Subdivision Surface and Mirror modifiers that have switched places.

Modifiers are calculated from top to bottom in the stack. In this example, the desired result (on right) is achieved by first mirroring the object, and then calculating the subdivision surface.

Active Modifier

A modifier in the stack can be selected to mark in as Active , the active modifier displays an outline around the modifier's panel. To set an active modifier, select an area of the modifier's panel background, the modifier's icon, or, select a modifier in the Outliner .

The active modifier is used by the Geometry Node Editor to determine which node group is being modified.

Example

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Download example file.

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License.

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Modifiers are automatic operations that affect an object's geometry in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually (such as subdivision surfaces) and without affecting the base geometry of your object.

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