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  1. common_options.rst.txt +127 -0
  2. index.rst.txt +89 -0
  3. introduction.rst.txt +165 -0
common_options.rst.txt ADDED
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+
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+ ***********************
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+ Common Modifier Options
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+ ***********************
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+
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+ Some options are commonly used by many modifiers, and share the same behavior across all of those.
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+ In particular, many offer ways to precisely mask and weight their effect on a vertex basis
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+ (using either vertex groups and/or textures).
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+
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+
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+ .. _modifiers-common-options-masking:
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+
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+ Vertex Group
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+ ============
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+
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+ .. figure:: /images/modeling_modifiers_generic_vertex-group.png
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+ :align: right
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+
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+ Typical modifier Vertex Group options.
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+
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+ :doc:`Vertex Groups </modeling/meshes/properties/vertex_groups/introduction>` are an easy way to control
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+ which vertices are affected by a modifier, and to which extent (using their weights).
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+ They are available when modifying meshes or lattices.
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+
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+ .. tip::
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+
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+ Vertex groups can also be edited and even animated using
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+ the :ref:`Vertex Weight modifiers <bpy.types.VertexWeightEditModifier>`.
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+
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+ Vertex Group
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+ The vertex group name.
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+
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+ .. warning::
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+
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+ The group is referenced by its name. That means that if you rename it, the link to the renamed vertex group
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+ will be lost by all modifiers using it (their field will turn red),
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+ and you'll have to select the proper group again in all of them.
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+
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+ Invert (double arrow icon)
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+ Invert the influence of the vertex group. Only available in some modifiers.
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+
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+
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+ Texture
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+ =======
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+
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+ .. figure:: /images/modeling_modifiers_generic_texture.png
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+ :align: right
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+
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+ Typical modifier Texture options.
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+
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+ Those options allow to use any kind of image (including parametric ones) to control the modifier's effect.
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+ Most of the time, only the value (grayscale) of the texture is used,
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+ but in some cases (like with some modes of the :ref:`Displace modifier <bpy.types.DisplaceModifier>`),
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+ the whole RGB color components might be exploited.
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+
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+ .. tip::
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+
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+ Textures can be animated (either using videos, or by animating the mapping coordinates...).
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+
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+ Texture
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+ The :doc:`texture data-block </render/materials/legacy_textures/introduction>` to use.
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+
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+ .. tip::
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+
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+ By clicking on the right-most button of this field (with the settings icon),
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+ you can go directly to the selected texture's settings in the *Texture Properties* editor.
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+
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+ Texture Coordinates
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+ The texture's coordinates to get each vertex' value:
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+
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+ UV
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+ Take texture coordinates from face UV coordinates.
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+
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+ UV Map
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+ The :term:`UV map` from which to take texture coordinates.
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+ If the object has no UV coordinates, it falls back to the *Local* coordinate system.
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+ If this field is blank, but there is a UV map available
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+ (e.g. just after adding the first UV map to the mesh), the currently active UV map will be used.
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+
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+ .. note::
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+
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+ Since UV coordinates are specified per face, the UV texture coordinate system currently determines the UV
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+ coordinate for each vertex from the first face encountered which uses that vertex.
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+ Any other faces using that vertex are ignored.
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+
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+ This may lead to artifacts if the mesh has non-contiguous UV coordinates.
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+
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+ Object
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+ Take the texture coordinates from another object's coordinate system.
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+
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+ Object
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+ The object from which to take texture coordinates.
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+ Moving the object will therefore alter the coordinates of the texture mapping.
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+
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+ If this field is blank, it falls back to the *Local* coordinate system.
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+
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+ .. note::
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+
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+ Moving the original object will **also** result in a texture coordinate update.
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+ As such, if you need to maintain a displacement coordinate system while moving the modified object,
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+ consider :ref:`parenting <bpy.ops.object.parent_set>` the coordinate object to the modified object.
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+
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+ Global
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+ Take the texture coordinates from the global coordinate system.
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+ Local
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+ Take the texture coordinates from the object's local coordinate system.
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+
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+ Use Channel
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+ Which channel to use as value source
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+ (only available with a few modifiers currently, others follow the *Intensity* behavior,
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+ unless otherwise specified).
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+
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+ Intensity
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+ The average of the RGB channels (if RGB(1.0, 0.0, 0.0) value is 0.33).
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+ Red/Green/Blue/Alpha
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+ One of the color channels' values.
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+ Hue
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+ The hue from the HSV color space
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+ (i.e; the color in the standard wheel, e.g. blue has a higher hue value than yellow).
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+ Saturation
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+ The saturation from the HSV color space (e.g. the value for pure red is 1.0, for gray is 0.0).
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+ Value
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+ The value from the HSV color space.
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+
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+ .. note::
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+
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+ All of the channels above are gamma corrected, except for *Intensity*.
index.rst.txt ADDED
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+ .. _modifiers-index:
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+ .. _bpy.types.Modifier:
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+
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+ #############
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+ Modifiers
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+ #############
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+
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+ .. toctree::
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+ :maxdepth: 2
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+
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+ introduction.rst
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+ common_options.rst
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+
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+
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+ Modify
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+ ======
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+
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+ .. toctree::
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+ :maxdepth: 1
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+
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+ modify/data_transfer.rst
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+ modify/mesh_cache.rst
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+ modify/mesh_sequence_cache.rst
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+ modify/normal_edit.rst
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+ modify/uv_project.rst
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+ modify/uv_warp.rst
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+ modify/weight_edit.rst
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+ modify/weight_mix.rst
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+ modify/weight_proximity.rst
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+ modify/weighted_normal.rst
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+
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+
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+ Generate
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+ ========
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+
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+ .. toctree::
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+ :maxdepth: 1
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+
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+ generate/array.rst
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+ generate/bevel.rst
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+ generate/booleans.rst
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+ generate/build.rst
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+ generate/decimate.rst
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+ generate/edge_split.rst
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+ generate/mask.rst
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+ generate/mirror.rst
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+ generate/multiresolution.rst
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+ generate/remesh.rst
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+ generate/screw.rst
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+ generate/skin.rst
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+ generate/solidify.rst
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+ generate/subdivision_surface.rst
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+ generate/triangulate.rst
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+ generate/wireframe.rst
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+
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+
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+ Deform
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+ ======
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+
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+ .. toctree::
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+ :maxdepth: 1
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+
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+ deform/armature.rst
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+ deform/cast.rst
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+ deform/corrective_smooth.rst
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+ deform/curve.rst
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+ deform/displace.rst
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+ deform/hooks.rst
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+ deform/laplacian_smooth.rst
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+ deform/laplacian_deform.rst
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+ deform/lattice.rst
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+ deform/mesh_deform.rst
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+ deform/shrinkwrap.rst
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+ deform/simple_deform.rst
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+ deform/smooth.rst
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+ deform/surface_deform.rst
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+ deform/warp.rst
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+ deform/wave.rst
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+
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+
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+ Simulate
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+ ========
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+
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+ .. toctree::
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+ :maxdepth: 1
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+
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+ simulate/explode.rst
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+ simulate/ocean.rst
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+ simulate/particle_instance.rst
introduction.rst.txt ADDED
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+
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+ ************
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+ Introduction
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+ ************
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+
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+ Modifiers are automatic operations that affect an object's geometry in a non-destructive way.
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+ With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually
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+ (such as subdivision surfaces) and without affecting the base geometry of your object.
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+
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+ They work by changing how an object is displayed and rendered, but not the geometry which you can edit directly.
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+ You can add several modifiers to a single object to form `The Modifier Stack`_
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+ and *Apply* a modifier if you wish to make its changes permanent.
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+
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+ .. figure:: /images/modeling_modifiers_introduction_menu.png
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+
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+ Modifiers menu.
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+
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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.
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+ New modifiers are always added at the bottom of the :ref:`stack <modifier-stack>` (i.e. will be applied last).
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+
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+ There are four types of modifiers:
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+
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+ Modify
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+ These are tools similar to the *Deform* ones (see below),
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+ however, they usually do not directly affect the geometry of the object,
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+ but some other data, such as vertex groups.
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+ Generate
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+ These are constructive/destructive tools that will affect the whole :term:`topology` of the mesh.
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+ They can change the general appearance of the object, or add new geometry to it...
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+ Deform
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+ Unlike *Generate* ones above, these only change the shape of an object, without altering its topology.
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+ Simulate
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+ Those represent :doc:`physics simulations </physics/index>`. In most cases, they are automatically added to
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+ the modifiers stack whenever a *Particle System* or *Physics* simulation is enabled. Their only role is to define
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+ the position in the modifier stack from which is taken the base data for the simulation they represent.
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+ As such, they typically have no attributes, and are controlled by settings exposed in
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+ separate sections of the :doc:`Properties editor </editors/properties_editor>`.
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+
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+
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+ .. _bpy.types.Modifier.show:
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+
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+ Interface
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+ =========
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+
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+ .. _fig-modifiers-panel-layout:
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+
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+ .. figure:: /images/modeling_modifiers_introduction_panel-layout.png
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+
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+ Panel layout (Subdivision Surface as an example).
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+
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+ Each modifier's interface shares the same basic components, see Fig. :ref:`fig-modifiers-panel-layout`.
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+
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+ At the top is the panel header.
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+ The icons each represent different settings for the modifier (left to right):
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+
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+ Expand (down/right arrow icon)
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+ Collapse modifier to show only the header and not its options.
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+ Type
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+ An icon as a quick visual reference of the modifier's type.
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+ Name
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+ Every modifier has a unique name per object. Two modifiers on one object must have unique names,
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+ but two modifiers on different objects can have the same name. The default name is based off the modifier type.
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+ Render (camera icon)
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+ Toggle visibility of the modifier's effect in the render.
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+ Show in viewport (screen icon)
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+ Toggle visibility of the modifier's effect in the 3D View.
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+ Show in Edit Mode (vertices-square icon)
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+ Display the modified geometry in Edit mode, as well as the original geometry which you can edit.
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+ Show on cage (vertices-triangle icon) -- Meshes only
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+ Depends on the previous setting, if enabled, the modified geometry can also be edited directly,
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+ instead of the original one.
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+
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+ .. warning::
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+
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+ While it shows edited items in their final, modified positions, you are still actually editing original data.
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+ This can lead to weird and unpredictable effects with some tools,
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+ and should be disabled whenever you need to perform complex or precise editing on the mesh.
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+
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+ Apply On Spline Points (point-surface icon) -- Curves, Surfaces and Texts only
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+ Apply the whole modifier stack up to and including that one on the curve or surface control points,
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+ instead of their tessellated geometry.
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+
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+ .. note::
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+
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+ By default, curves, texts and surfaces are always converted to mesh-like geometry
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+ before that the modifier stack is evaluated on them.
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+
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+ Move (up/down arrow icon)
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+ Move the modifier up/down in the stack.
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+ Delete (``X`` icon)
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+ Delete the modifier.
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+
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+ .. note::
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+
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+ The *Square*, *Triangle* and *Surface* icons may not be available, depending on the type of object and modifier.
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+
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+ Below the header are three buttons:
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+
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+ Apply
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+ Makes the modifier "real": converts the object's geometry to match the applied modifier's results,
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+ and deletes the modifier.
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+ Apply as Shape Key
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+ Stores the result of that modifier in a new relative :doc:`shape key </animation/shape_keys/introduction>`.
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+ This is only available with modifiers that do not affect the topology (typically, *Deform* modifiers only).
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+
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+ .. note::
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+
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+ Even though it should work with any geometry type that supports shape keys,
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+ currently it will only work with meshes.
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+
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+ Copy
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+ Creates a duplicate of the modifier just below current one in the stack.
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+
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+ .. warning::
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+
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+ Applying a modifier that is not first in the stack will ignore the stack order
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+ (it will be applied as if it was the first one), and may produce undesired results.
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+
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+ Below this header, all of the options unique to each modifier will be displayed.
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+
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+
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+ .. _modifier-stack:
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+
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+ The Modifier Stack
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+ ------------------
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+
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+ Modifiers are a series of non-destructive operations which can be applied on top of an object's geometry.
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+ They can be applied in just about any order the user chooses.
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+
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+ This kind of functionality is often referred to as a "modifier stack"
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+ and is also found in several other 3D applications.
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+
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+ In a modifier stack the order in which modifiers are applied has an effect on the result.
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+ Fortunately modifiers can be rearranged easily by clicking the convenient up and down arrow icons.
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+ For example, the image below shows :doc:`Subdivision Surface </modeling/modifiers/generate/subdivision_surface>`
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+ and :doc:`Mirror </modeling/modifiers/generate/mirror>` modifiers that have switched places.
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+
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+ .. list-table:: Modifier Stack example.
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+
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+ * - .. figure:: /images/modeling_modifiers_introduction_mirror-subdiv2.png
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+ :width: 320px
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+
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+ The Mirror modifier is the last item in the stack and
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+ the result looks like two surfaces.
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+
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+ - .. figure:: /images/modeling_modifiers_introduction_mirror-subdiv1.png
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+ :width: 320px
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+
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+ The Subdivision surface modifier is the last
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+ item in the stack and the result is a single merged surface.
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+
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+ Modifiers are calculated from top to bottom in the stack.
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+ In this example, the desired result (on right) is achieved by first mirroring the object,
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+ and then calculating the subdivision surface.
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+
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+
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+ Example
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+ ^^^^^^^
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+
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+ .. figure:: /images/modeling_modifiers_introduction_stack-example-3.png
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+
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+ In this example a simple subdivided cube has been transformed into a rather complex object using
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+ a stack of modifiers.
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+
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+ `Download example file <https://wiki.blender.org/wiki/File:25-Manual-Modifiers-example.blend>`__.