Upload 3 files
Browse files- common_options.rst.txt +127 -0
- index.rst.txt +89 -0
- introduction.rst.txt +165 -0
common_options.rst.txt
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***********************
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Common Modifier Options
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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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.. _modifiers-common-options-masking:
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Vertex Group
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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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Typical modifier Vertex Group options.
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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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.. tip::
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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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Vertex Group
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The vertex group name.
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.. warning::
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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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Invert (double arrow icon)
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Invert the influence of the vertex group. Only available in some modifiers.
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Texture
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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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Typical modifier Texture options.
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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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.. tip::
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Textures can be animated (either using videos, or by animating the mapping coordinates...).
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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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.. tip::
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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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Texture Coordinates
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The texture's coordinates to get each vertex' value:
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UV
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Take texture coordinates from face UV coordinates.
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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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.. note::
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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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This may lead to artifacts if the mesh has non-contiguous UV coordinates.
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Object
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Take the texture coordinates from another object's coordinate system.
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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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If this field is blank, it falls back to the *Local* coordinate system.
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.. note::
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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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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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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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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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.. note::
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All of the channels above are gamma corrected, except for *Intensity*.
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index.rst.txt
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.. _modifiers-index:
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.. _bpy.types.Modifier:
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#############
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Modifiers
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#############
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.. toctree::
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:maxdepth: 2
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introduction.rst
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common_options.rst
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Modify
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======
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.. toctree::
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:maxdepth: 1
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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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Generate
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========
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.. toctree::
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:maxdepth: 1
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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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Deform
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======
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.. toctree::
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:maxdepth: 1
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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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Simulate
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========
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.. toctree::
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:maxdepth: 1
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simulate/explode.rst
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simulate/ocean.rst
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simulate/particle_instance.rst
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introduction.rst.txt
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************
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Introduction
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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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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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.. figure:: /images/modeling_modifiers_introduction_menu.png
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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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There are four types of modifiers:
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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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47 |
+
.. 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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72 |
+
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73 |
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.. warning::
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74 |
+
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75 |
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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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76 |
+
This can lead to weird and unpredictable effects with some tools,
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77 |
+
and should be disabled whenever you need to perform complex or precise editing on the mesh.
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78 |
+
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79 |
+
Apply On Spline Points (point-surface icon) -- Curves, Surfaces and Texts only
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80 |
+
Apply the whole modifier stack up to and including that one on the curve or surface control points,
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81 |
+
instead of their tessellated geometry.
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82 |
+
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83 |
+
.. note::
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84 |
+
|
85 |
+
By default, curves, texts and surfaces are always converted to mesh-like geometry
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86 |
+
before that the modifier stack is evaluated on them.
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87 |
+
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88 |
+
Move (up/down arrow icon)
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+
Move the modifier up/down in the stack.
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90 |
+
Delete (``X`` icon)
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91 |
+
Delete the modifier.
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92 |
+
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93 |
+
.. note::
|
94 |
+
|
95 |
+
The *Square*, *Triangle* and *Surface* icons may not be available, depending on the type of object and modifier.
|
96 |
+
|
97 |
+
Below the header are three buttons:
|
98 |
+
|
99 |
+
Apply
|
100 |
+
Makes the modifier "real": converts the object's geometry to match the applied modifier's results,
|
101 |
+
and deletes the modifier.
|
102 |
+
Apply as Shape Key
|
103 |
+
Stores the result of that modifier in a new relative :doc:`shape key </animation/shape_keys/introduction>`.
|
104 |
+
This is only available with modifiers that do not affect the topology (typically, *Deform* modifiers only).
|
105 |
+
|
106 |
+
.. note::
|
107 |
+
|
108 |
+
Even though it should work with any geometry type that supports shape keys,
|
109 |
+
currently it will only work with meshes.
|
110 |
+
|
111 |
+
Copy
|
112 |
+
Creates a duplicate of the modifier just below current one in the stack.
|
113 |
+
|
114 |
+
.. warning::
|
115 |
+
|
116 |
+
Applying a modifier that is not first in the stack will ignore the stack order
|
117 |
+
(it will be applied as if it was the first one), and may produce undesired results.
|
118 |
+
|
119 |
+
Below this header, all of the options unique to each modifier will be displayed.
|
120 |
+
|
121 |
+
|
122 |
+
.. _modifier-stack:
|
123 |
+
|
124 |
+
The Modifier Stack
|
125 |
+
------------------
|
126 |
+
|
127 |
+
Modifiers are a series of non-destructive operations which can be applied on top of an object's geometry.
|
128 |
+
They can be applied in just about any order the user chooses.
|
129 |
+
|
130 |
+
This kind of functionality is often referred to as a "modifier stack"
|
131 |
+
and is also found in several other 3D applications.
|
132 |
+
|
133 |
+
In a modifier stack the order in which modifiers are applied has an effect on the result.
|
134 |
+
Fortunately modifiers can be rearranged easily by clicking the convenient up and down arrow icons.
|
135 |
+
For example, the image below shows :doc:`Subdivision Surface </modeling/modifiers/generate/subdivision_surface>`
|
136 |
+
and :doc:`Mirror </modeling/modifiers/generate/mirror>` modifiers that have switched places.
|
137 |
+
|
138 |
+
.. list-table:: Modifier Stack example.
|
139 |
+
|
140 |
+
* - .. figure:: /images/modeling_modifiers_introduction_mirror-subdiv2.png
|
141 |
+
:width: 320px
|
142 |
+
|
143 |
+
The Mirror modifier is the last item in the stack and
|
144 |
+
the result looks like two surfaces.
|
145 |
+
|
146 |
+
- .. figure:: /images/modeling_modifiers_introduction_mirror-subdiv1.png
|
147 |
+
:width: 320px
|
148 |
+
|
149 |
+
The Subdivision surface modifier is the last
|
150 |
+
item in the stack and the result is a single merged surface.
|
151 |
+
|
152 |
+
Modifiers are calculated from top to bottom in the stack.
|
153 |
+
In this example, the desired result (on right) is achieved by first mirroring the object,
|
154 |
+
and then calculating the subdivision surface.
|
155 |
+
|
156 |
+
|
157 |
+
Example
|
158 |
+
^^^^^^^
|
159 |
+
|
160 |
+
.. figure:: /images/modeling_modifiers_introduction_stack-example-3.png
|
161 |
+
|
162 |
+
In this example a simple subdivided cube has been transformed into a rather complex object using
|
163 |
+
a stack of modifiers.
|
164 |
+
|
165 |
+
`Download example file <https://wiki.blender.org/wiki/File:25-Manual-Modifiers-example.blend>`__.
|