利用者:Larrotino/Doc:2.6/Manual/Modifiers

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Modifiers

Modifiers are automatic operations that affect an object in a non-destructive way. With modifiers, you can perform many effects automatically that would be otherwise tedious to do manually (such as subdivision surfaces) and without affecting the base topology of your object.

Modifiers work by changing how an object is displayed and rendered, but not the actual object geometry.

You can add several modifiers to a single object to form a Modifier Stack and you can Apply a modifier if you wish to make its changes permanent.

Modifiers menu


Modifiers type

There are four types of modifiers: Modify, Generate, Deform and Simulate.


Modify

The Modify group of modifiers are tools a bit similar to Transform ones, but which do not directly affect the shape of the object, rather some other data like vertex groups…

UV Project Project UV coordinates on your mesh
Vertex Weight Edit a vertex group of your mesh, in various ways


Generate

The Generate group of modifiers are constructive tools that either changes the general appearance of or automatically adds new geometry to an object.

Array Create an array out of your basic mesh and similar (repeating) shapes
Bevel Create a bevel on a selected mesh object
Boolean Combine/subtract/intersect your mesh with another one
Build Assemble your mesh step by step when animating
Decimate Reduce the polygon count of your mesh
Edge Split Add sharp edges to your mesh
Mask Allows you to hide some parts of your mesh
Mirror Mirror an object about one of its own axis, so that the resultant mesh is symmetrical, and you only have to model/edit half, a fourth or a eighth of it
Multiresolution Sculpt your mesh at several levels of resolution
Remesh Generating new mesh topology based on an input surface
Screw Generate geometry in a helix-pattern from a simple profile. Similar to the Screw tool in the mesh editing context.
Skin Automatically generated topology
Solidify Give a depth to mesh faces
Subdivision Surface Smooth the surface by creating interpolated geometry
Triangulate Ensures consistent triangulation, especially useful for bump map baking


Deform

The Deform group of modifiers only change the shape of an object, and are available for meshes, and often texts, curves, surfaces and/or lattices.

Armature Use bones to deform and animate your object
Cast Shift the shape of a mesh, surface or lattice to a sphere, cylinder or cuboid
Curve Bend your object using a curve as guide
Displace Deform your object using a texture
Hook Add a hook to your vertice(s) (or control point(s)) to manipulate them from the outside
Laplacian Smooth Reduce noise on a mesh's surface with minimal changes to its shape
Lattice Use a Lattice object to deform your object
Mesh Deform Allows you to deform your object by modifying the shape of another mesh, used as a “Mesh Deform Cage” (like when using a lattice)
Shrinkwrap Allows you to shrink/wrap your object to/around the surface of a target mesh object.
Simple Deform Applies some advanced deformations to your object
Smooth Smooth the geometry of a mesh. Similar to the Smooth tool in the mesh editing context
Warp Warp a mesh by specifying two points the mesh stretches between
Wave Deform your object to form (animated) waves


Simulate

The Simulate group of modifiers activate simulations. In most cases, these modifiers are automatically added to the modifiers stack whenever a Particle System or Physics simulation is enabled and their only role is to define the place in the modifiers stack used as base data by the tool they represent. Generally, the attributes of these modifiers are accessible in separate panels.

Cloth Simulates the properties of a piece of cloth. It is inserted in the modifier stack when you designate a mesh as Cloth
Collision Simulate a collision between objects
Dynamic Paint Make an object or a particle system paint a material onto another object
Explode Blow up your mesh using a particle system
Fluid Simulation The object is part of a fluid simulation… Modifier added when you designate a mesh as Fluid
Ocean Quickly create a realistic, animated ocean
Particle Instance Make an object act similar to a particle but using the mesh shape instead
Particle System Represents a particle system in the stack, so it is inserted when you add a particle system to the object
Smoke Simulate realistic smoke
Soft Body The object is soft, elasticated… Modifier added when you designate a mesh as Softbody