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The Array modifier creates an array of copies of the base object, with each copy being offset from the previous one in a number of possible ways. Vertices in adjacent copies can be merged based on a merge distance, allowing smooth subsurf frameworks to be generated.
submitted: 5 years and 3725 days ago
A Subdivision Surface is a method of subdividing the faces of a mesh to give a smooth appearance, to enable modelling of complex smooth surfaces with simple, low-vertex meshes. This allows high resolution Mesh modelling without the need to save and maintain huge amounts of data and gives a smooth organic look to the object. With any regular Mesh as a starting point, Blender can calculate a smooth subdivision on the fly, while modelling or while rendering, using Catmull-Clark Subdivision Surfaces or, in short SubSurf.
submitted: 5 years and 3725 days ago
This modifier smooths a mesh by flattening the angles between adjacent faces in it, just like the Smooth button in the Editing Context → Mesh Tools panel. So it smooths without subdividing the mesh -- the number of vertices stays the same.
submitted: 5 years and 3725 days ago
The Mirror Modifier automatically mirrors a mesh along the Local X, Y or Z axis which passes through the object center. It then welds vertices together on the mirror plane within a specified tolerance distance. Vertices from the original object can be prevented from moving across or through the mirror plane.
submitted: 5 years and 3725 days ago
The Mask Modifier allows certain parts of an objects mesh to be hidden from view (Masked off), in effect making the parts of the mesh that are masked act as if they were no longer there.
submitted: 5 years and 3725 days ago
Hooks are similar to Shape Keys in that they deform a mesh over time (frames). The difference is that hooks make it look like the mesh is snagged with a fish hook. Moving the hook moves selected vertices under the influence of the hook (which is really just an Empty), and you make the hook move by animating the motion of the empty through Ipo keys. As the hook moves, it pulls weighted vertices from the mesh with it. If you have used Proportional Editing, you can think of it as animated proportional editing. While hooks do not give you the fine control over vertice movement that Shape Keys do, they are much simpler to use.
submitted: 5 years and 3725 days ago
The Explode Modifier is used to alter the mesh geometry (by moving/rotating its faces) in a way that (roughly) tracks underlying emitted particles that makes it look as if the mesh is being exploded (broken apart and pushed outward).
submitted: 5 years and 3725 days ago
The EdgeSplit modifier splits edges within a mesh. The edges to split can be determined from the edge angle or edges marked as sharp can be split.
submitted: 5 years and 3725 days ago
The Displace modifier displaces vertices in a mesh based on the intensity of a texture. Either procedural or image textures can be used. The displacement can be along a particular local axis, along the vertex normal, or the separate RGB components of the texture can be used to displace vertices in the local X, Y and Z directions simultaneously.
submitted: 5 years and 3725 days ago
This sub-panel appears in the Editing Context panel group which is accessed using F9 or clicking Image. For further information about the common panel components see the Modifier Stack section.
submitted: 5 years and 3725 days ago