ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
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introduction.rst.txt
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Introduction | |
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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. | |
.. figure:: /images/modeling_modifiers_introduction_menu.png | |
Modifiers menu. | |
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 :ref:`stack <modifier-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 :term:`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 :doc:`physics simulations </physics/index>`. 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 :doc:`Properties editor </editors/properties_editor>`. | |
.. _bpy.types.Modifier.show: | |
Interface | |
========= | |
.. _fig-modifiers-panel-layout: | |
.. figure:: /images/modeling_modifiers_introduction_panel-layout.png | |
Panel layout (Subdivision Surface as an example). | |
Each modifier's interface shares the same basic components, see Fig. :ref:`fig-modifiers-panel-layout`. | |
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 off the modifier type. | |
Render (camera icon) | |
Toggle visibility of the modifier's effect in the render. | |
Show in viewport (screen icon) | |
Toggle visibility of the modifier's effect in the 3D View. | |
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 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 weird and unpredictable effects with some tools, | |
and should be disabled whenever you need to perform complex or precise editing on the mesh. | |
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. | |
Move (up/down arrow icon) | |
Move the modifier up/down in the stack. | |
Delete (``X`` icon) | |
Delete the modifier. | |
.. note:: | |
The *Square*, *Triangle* and *Surface* icons may not be available, depending on the type of object and modifier. | |
Below the header are three buttons: | |
Apply | |
Makes the modifier "real": converts the object's geometry to match the applied modifier's results, | |
and deletes the modifier. | |
Apply as Shape Key | |
Stores the result of that modifier in a new relative :doc:`shape key </animation/shape_keys/introduction>`. | |
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. | |
Copy | |
Creates a duplicate of the modifier just below current one in the stack. | |
.. 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. | |
Below this header, all of the options unique to each modifier will be displayed. | |
.. _modifier-stack: | |
The Modifier Stack | |
------------------ | |
Modifiers are a series of non-destructive operations which can be applied on top of an object's geometry. | |
They can be applied in just about any order the user chooses. | |
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. | |
Fortunately modifiers can be rearranged easily by clicking the convenient up and down arrow icons. | |
For example, the image below shows :doc:`Subdivision Surface </modeling/modifiers/generate/subdivision_surface>` | |
and :doc:`Mirror </modeling/modifiers/generate/mirror>` modifiers that have switched places. | |
.. list-table:: Modifier Stack example. | |
* - .. figure:: /images/modeling_modifiers_introduction_mirror-subdiv2.png | |
:width: 320px | |
The Mirror modifier is the last item in the stack and | |
the result looks like two surfaces. | |
- .. figure:: /images/modeling_modifiers_introduction_mirror-subdiv1.png | |
:width: 320px | |
The Subdivision surface modifier is the last | |
item in the stack and the result is a single merged surface. | |
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. | |
Example | |
^^^^^^^ | |
.. figure:: /images/modeling_modifiers_introduction_stack-example-3.png | |
In this example a simple subdivided cube has been transformed into a rather complex object using | |
a stack of modifiers. | |
`Download example file <https://wiki.blender.org/wiki/File:25-Manual-Modifiers-example.blend>`__. | |