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Blender3D
Precautions
Non-Medical
Not for Medical Care
The author uses several software packages and programming languages to develop FPnotebook content
For convenience, a dozen pages in FPNotebook are dedicated to quick notes on content creation
Technique
Viewport Navigation
Mouse
MMB: Tumble or Rotate
Rotate viewport around the selected object (in perspective view)
Shift-MMB: Track or Pan
Pan the viewport left, right, up and down
Ctrl-MMB: Dolly or Zoom (or use scroll wheel)
Zoom in and out of viewport
Frame Object
Numberpad Period (.)
Frame selected object in active panel
Home Key
Frame All Objects in Scene
Toggle Quad View (View from Top, Side, Front and Perspective)
Ctrl-Alt-Q
NumberPad - Views (add Ctrl-key for opposite view)
Top View or Z-View (Numberpad 7) or Bottom
Front View or Y-View (Numberpad 1)
Right View or X-View (Numberpad 3)
Opposite Side of Object (Numberpad 9)
NumberPad - Other
Toggle Orthographic and Perspective View (Numberpad 5)
Frame or Focus Object (Numberpad Period)
Camera View (Ctrl-NumberPad 0)
Gimbal (XYZ Navigator, upper right corner)
X - Right View (or NumberPad 3)
Y - Front View (or NumberPad 1)
Z- Top View (or NumberPad 7)
Selection
Click or Shift-Select items in the Outliner
Drag box around objects to select
Use CTRL + Select drag around objects to deselect
Cursor
Shift-S displays a context menu for verious cursor positioning (e.g. cursor to selection)
Shift-C returns cursor to world origin
Commands
Command Pop-up Menu (F3)
Reference Image Technique 1
Add Object (Shift-A), and select image
In the Reference Image Properties Panel > Object Data, modify size (Z), opacity, offset...
Orient the image plane to the proper axis (use rotation, move)
Reference Image Technique 2
Edit > Preferences > Add-Ins > Import Images as Planes (enable if not already enabled)
File > Import > Images As Planes, and select image
Select Viewport Shading to see the imported image on the plane
View image in orthographic view (e.g. Right, Numberpad 3)
Modify scene units (properties > scene > units > length)
Resize the image plane to the proper scale
Shaping a mesh to a reference image
View image in orthographic view (e.g. Right, Numberpad 3)
Add a mesh (shift-A) and align with the image plane
Single object mesh may be set to wireframe (Properties > Object > Viewport Display > Display As)
Edit mode (tab) > edge mode (2)
Insert edge loops (Ctrl-R) and move the key points (most wide, most narrow) along the reference image
Scale (S) the edge loops to fit the contours of the reference image
Select one edge loop at a time and use Bevel (Ctrl-B, see below) to round edges
Windows
Splitting Window
Hover over the upper right corner of the window, until a "+" appears
Drag down to split the window
Choose window type from the upper right menu
Toggle Sidebar Menus (N or click the barely-visible chevron)
Show or hide side bar
Technique
Object Transformations
Tool Dialog (T toggles the dialog)
Gene
ral
Shift-Spacebar
Show a popup menu for all tools
Release the keys, and then press one of the keys below (e.g. B, SPACE, or G, R, S, T, or D, M, 9)
When a tool is selected, the keyboard can be used to type transforms
Press G (move), R (rotate) or S (scale)
Press X, Y or Z to constrain to one axis (or shift-X, Y or Z for not X, Y or Z), and then
Press Shift-X, Shift-Y or Shift-Z to move, scale or rotate in the 2 other axes (but not the one slected)
Type a number (e.g. 5 or .5), or drag along that axis (use Ctrl to constrain to integers), and then
Minus may be added after number to reverse the transform (e.g. rotate in the opposite direction)
Press Enter to commit (or escape to cancel)
When a tool is selected, the mouse may also be positioned to scale, rotate or move the object
Cursor (Shift-Spacebar, release, T)
Move the control point
Shift-RMB places cursor at clicked position
Shift-S brings up a marking menu to choose where the cursor is positioned (including at origin)
Move or "Grab" (G)
Move an object
Alt-G will move an object (based on origin) to the world center
Rotate (R)
Rotate an object
Alt-R will return rotation to 0 in all axes
Scale (S)
Scale an object
Alt-S will return scale to 1 in all axes
Transform (Shift-Spacebar, release, T)
Move, Scale and Rotate with a single tool
Transform Dialog (N toggles the dialog)
Gene
ral
Follow nearly all rotation and scale transforms with Object > Apply (Ctrl-A)
Repeat Last Action
Shift-R
Duplicate
Object (Shift-D)
Instance (Alt-D)
Link Objects
Link objects as instances of a source object
Shift-Select Objects (last object selected is source) and press Ctrl-L > Link Objects
Add Objects
Add Menu (top left) or Shift-A
Delete Objects
Confirm Delete (X) or
Delete without confirmation (Delete key)
Transform Tool Menu (F9)
Menu allows for parameter changes to a new object, or a transformation (e.g. extrude)
The menu will no longer be available after the object is further modified or a new transform is applied
Apply Transformations (Ctrl-A)
Select which transformations to apply
In most cases, apply scale and rotate transformations (location does not usually need to be applied)
Failing to apply transformations may cause later geometry modification problems
Local View (Isolate object or solo)
Menu View > Local (or Numpad /)
Outliner and organization
New Collection (M)
Puts selected objects into a new group (collection)
Parent (Ctrl-P)
Select objects and key select the main object, then press Ctrl-P > Object
Pivot Point
Press "." (period) to bring up a marking menu to select the type of pivot point OR
Select from the drop down at screen top (next to the snapping drop down)
Origin
Setting Origin in Object Mode
Object > Set Origin (or Right Click Object while in Object Mode > Set Origin)
Setting Origin in Edit Mode (setting origin at a selected vertex, edge or face)
Mesh > Snap (or Shift S > Marking Menu) > Cursor To Selected AND
Object Mode (Tab) > Object (or Right Click Object) > Set Origin to Cursor
Normals
To see inverted normals (change to Edit Mode, Press Tab)
Viewport Overlays Dropdown > Face Orientation (pink is inverted)
Viewport Overlays > Display Normals
Materials > Backface Culling (inverted normal faces will be hidden, as they would be in Unity 3D or other exports)
To correct inverted normals
Mesh Menu > Normals > Flip Normals OR
Make Normals Consistent
Select all faces AND
Recalculate Outside (Shift-N) or Recalculate Inside (Shift-Ctrl-N)
Bezier Curve
Typically used with a reference image (see above)
Add Object (Shift-A), and select curve > bezier
Select the bezier and delete > vertices
Choose the orthographic view to draw the spline (e.g. front - x)
Place the starting point using the Draw Tool (Shift-Spacebar-9)
Extrude (E) for each next point to place, drag the cursor to position, and click to set the point
Select all points of the curve (A), then press "V" to edit the handle types, and select Automatic
Use the multi-function gizmo tool to rotate, move and scale the handles
Reduce the number of bezier points to the minimum number that smoothly defines the shape
Use the Tools (left toolbar) such as spin and then apply shade smooth
Recipes
Sphere without Poles (alternatively, choose IcoSphere Mesh, e.g. 3 divisions)
Create a cube
Properties > Add Modifier (wrench) > Subdivision
Surf
ace (Catmull-Clark, 3 subdivisions) > Apply
Mesh > Transform > ToSphere (1)
Shade Smooth
Smoothing Sharp transitions options
Select Object and in Object Data Properties > Normals > Auto Smooth checkbox OR
Transform (Edit Mode) > Mean Crease (e.g. set to 0.6 to 0.8)
In Edit mode, Right-Click and choose Subdivide
Properties > Add Modifier (wrench) > Subdivision
Surf
ace (Catmull-Clark, 2-3 subdivisions)
Select Edges and Edges > Bevel Edges
Techniques
Modifiers (wrench tab)
Array Modifier (Properties > Add Modifier, wrench icon > Array)
Add a repeated number of instances of a selected object
Choose relative (spacing based on source object size) or absolute (spacing by absolute x,y,z parameters)
Add additional array modifiers to add dimensions (e.g. column, row, depth)
Apply the changes as needed
Subdivision
Surf
ace
Choose Catmull-Clark (applies divisions AND smoothing)
Divides each polygon into 4 in the view (or render) without adding geometry (may be removed or toggled on/off)
Short-cuts (Ctrl-1, Ctrl-2, Ctrl-3) add the modifier with 1,2 or 3 subdivisions
Can combine with shade-smooth setting
Technique
Vertex, Edge and Face Transformations (Edit Mode)
Toggle between object mode and edit mode (Tab)
Edit Vertex (1), Edge (2), Face (3)
Delete or Dissolve with option menu (X)
Toolbar
Menu on the left can be expanded to visualize full button titles
Shift Spacebar brings up a context menu of component functions that offers same functionality as the toolbar
Also offers options for Move/scale/rotate Gizmo (which can also be turned on in the upper right dropdown)
Selection
Select All (A)
Deselect All (Alt-A or A-A)
Select edge or face loop (alt-click)
Select in between two polygons (click on first, then ctrl-click the last)
Expand or contract selection (Ctrl Numberpad + or -)
Select all connected points (Ctrl-L)
Press "P" to then separate the selected points into a new object
Shift select to add to the selection
Select random using the menu (then modify the ratio slider to increase or decreases number selected)
Select Similar (Shift-G) will trigger a pop-up menu for options
Select Mesh Linked Subgroups
Press L while hovering cursor over part of target mesh
Deselect by pressing Shift-L while hovering over part of target mesh
Move
Proportional Editing
Allows for a smoother transition when multiple components are moved
Click the target button at top right of menu
Click to select, press G to move, and adjust the cursor size using the scroll wheel up and down
Use the same move keyboard shortcuts as for objects as above
Use snapping as with objects
When constraining to an axis, pressing Z, X, or Y again toggles between local and global coordinates
Constraining to normal, however, is not among the cycled modes
Sliding (G-G)
Allows for sliding a vertex, edge or face along the surface of other geometry
Merge by Distance (M - select by distance in dropdown)
Removes overlapping vertices and edges
Previously known as "remove doubles"
Extrude (E)
Extrude a face or edge
Move the mouse up or down to extrude surface and LMB when done
Works well in combination with increment snapping
Level end of extrude, by scale in one direction set to 0
Use Alt-E to allow for extrude options (e.g. extrude by individual normals)
Ctrl-RMB also extrudes another segment with each click (use in combination with an orthographic view)
Inset (I)
Inset a face
Press I followed by a decimal between 0 to 1 or simply move cursor
Press "I" a second time to toggle individual faces
Modify the transform panel parameters
Press B while insetting to toggle on/off boundary
Useful with mirror modifier (to inset from edge instead of center)
Toggle off individual faces (I), or Boundary toggle will not work
Alternatively can press E to extrude, and then immediately S to scale
Insert Edge Loop (Ctrl-R)
Modify loop number in tool parameter dialog
Press 0 to center the loop cut
Move the cursor to modify the line location and click or press enter to set the position
Press Ctrl while dragging to move the edge loop in fixed increments
After placing the initial orange cut marker, use the mouse wheel to increase or decrease the number of cuts
Bevel (Ctrl-B)
Choose edge mode, select an edge loop (alt-click)
Press Ctrl-B and move the cursor up and down to expand and contract the size of the beveled area
Use the mouse scroll wheel to increase and decrease the number of edges within the bevel
Subdivide
Subdivides the selected faces into quarters, eighths
Can also perform non-destructively by adding a subdivision surface modifier
Scale
Scaling
face, edge or vertices to 0 forms steeples or house roofs (constrain scale to an axis)
Merge by distance after
Scaling
when overlapping vertices and edges (see above)
If multiple faces are selected, using individual faces (via "period" contextmenu, or the top-middle dropdown)
Proportional Editing (O)
Adjust radius (circle size) with the scroll wheel (middle mouse)
Proportional editing drop down (top middle) allows to adjust the proportional shape including random
Separate Faces
Select faces to extract, then P > Selection
Fill Hole (F)
Select two edges and then press F
Technique
Materials, Lighting, Rendering
Assign Material to other selected objects
Select group of objects and set the key object's material the one to be source
Ctrl-L > Link Material
Copies the source material to all selected objects
Texture Atlas/Map (LoPoly)
Create a material using an imported image texture (e.g. Imphenzia, LoSpec.com Palettes)
Assign in the Shading workspace
Set Image Texture Node Interpolation to Closest (from linear)
Model in the UV Editing workspace allows for the texture map on the left
Set ViewPort Shading Dropdown (upper right) to Color = Texture
Select the entire object in Edit Mode (A)
In the UV editing pane, also select all (A)
Scale to Zero (S, 0) in the UV editing pane
To colorize using the texture map
Select faces in edit mode
In UV pane, press G and drag the selected UVs to the color on the texture map
Modeling Viewport Settings
Backspace Culling
Recommended to turn-on (makes flipped normals more obvious)
Low Poly Glowing Edges (Imphenzia Method)
Viewport Shading Dropdown (upper right)
Enable Shadow
Enable Cavity and set Type to Both (world and screen)
Set Ridge and Valley to maximal for both World and Screen
Camera Viewport
Viewport Shading Options (upper right toolbar or Z to bring up marking menu)
Wireframe
Solid (default)
Material Preview
Rendered
Select Camera View
Select Camera and then View > Cameras > Set Active Object As Camera OR
Click the Camera Icon below the Gimbal (XYZ navigator) OR
Numpad 0
Camera Navigation
Option 1: Select Camera, then M (and select View Tab) > Lock Camera to View
Arrange the camera view as you would with scene navigation
Remember to turn off the "Lock Camera to View"
Option 2: View > Navigation > Walk Navigation
Use the A, S, D, W, X keys to navigate the view
Option 3: Convert the Perspective View to Camera View
Ctrl-Alt Numpad 0
Lights
Shadows
Select each light to modify the shadows that specific light casts
Light Settings (Properties > Object Data Properties - bulb icon)
Add Contact Shadows (and adjust) if shadow too soft near base of object
Render Settings (Properties > Render Properties > Shadows)
Modify shadow softness and resolution
HDRI Images
Download HDRI (e.g. polyhaven.com, 2K file is sufficient)
Save to a folder where you intend to keep all the HDRI files (all projects)
In the shading workspace, node editor, choose shader type: WORLD
Find the Background and World Output Node (click HOME key within the node editor to frame all)
Add (Shift-A or menu) a texture > environment
Click OPEN within the environment texture node, and select a HDRI (HDR or EXR)
Connect the environment node color output to the Background node color input
Rendering
Render camera view (F12)
Objects in outliner may individually have camera view visibility toggled off (will not render)
Render Engine (Properties > Render Properties - camera icon)
Eevee
Faster renders, but less accurate
Cycles
Slower renders, but more accurate
Allows for optional GPU Rendering
In preferences, choose CUDA for Nvidia card (OPTIX if RTX)
Given the same light setup, Cycles will be darker than Eevee
To reduce render time, a time limit can be set (e.g. 5 seconds) or max render samples can be reduced
Reflections
Darker materials show reflections better than light materials
Materials should have roughness decreased to increase their glossiness (may adjust specular, anisotropic)
In Render Properties, check "Screen Space Reflections"
Miscellaneous Options
Ambien
t
Occlusion
Review
Features
Advantages (features I like)
Keyboard shortcuts (e.g. G-Z-1, S-X-2...)
F3 Function Search
Disadvantages (features I dislike)
Interface differences from other software (e.g. Maya, ZBrush)
Navigation shortcuts (G, S, R instead of W,E,R)
Z-Up (instead of Z forward)
More difficult than Maya to visualize location in 3D
Need to build your own 4 panel layouts and similar
Bezier Curves
Limited and non-intuitive functionality (e.g. extrude to add points, cursor does not follow well)
Materials
Materials that are not assigned to an object are lost saving a file and reloading the file
Unless you click "Fake User: Save this data-block even if it has no users"
Assigning a material to multiple objects requires a link operation (why not just selection?)
Resources
Udemy: Create Blender Creator Course (Michael Bridges, Grant Abbitt, Rick Davidson)
https://www.udemy.com/course/blendertutorial/
Blender Guru 3.0 Cheatsheet
https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender%203.0%20Shortcuts%20v1.2.pdf?dl=0
Image Sources (textures, HDRi)
https://polyhaven.com
https://textures.com
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