Table of Contents
1. Areas
C-SPCmaximize on one area
1.1. 3D Viewport
zSelect Viewport Shading- Wireframe
- Solid
- Material
- Render
`Select Viewpoint- Numpad numbers can be used to select different views.
0camera
S-sSelection and Cursor ControlM-LMBLoop SelectTABToggle Mode- The edit mode exists per object and there are special modes depending on the object (e.g. Draw Mode for Grease Pencil).
C-TABSelect Mode
g(Grab) Move- Hold
MMBto select the axis based on the cursor position.
- Hold
sScaleS-M-sscale spherically
rRotateeExtrudex,DELDeleteLMBto confirm andRMBto cancelM-g,M-r,M-seach resets the transformations.C-aapply the transformations and set it to the default configuration.
1.2. Shader Editor
1.2.1. Input
Volume Infoaccess basic VDB information.
1.3. Geometry Node Editor
nside menu
1.3.1. Input
They only have output ports. The exact object that it refers to is determined when it is combined with that object.
IndexPositionEdge VerticesGroup Input
1.3.2. Generation
Curve CircleInstance on PointsDistribute Points on Faces
1.3.3. Field
Some sockets send and accept fields. Field is a list of data, that can be obtained from the various read node.
Positionthe coordinate of each vertex.Named Attributeread attributes
1.4. Properties
- Modifier
- Array: Repeat the object
- Curve: Follow an external curve
- Geometry Nodes: Choose the geometry chain
- Material: Choose the shader
1.4.1. Modifiers
Modifiers are applied top to bottom, with output of one becomes the input of the next.
Array- Object Offset: use the translation and rotation of an object (often an plane axis) with respect to the local origin.
2. Objects
2.1. Curve
- Geometry
- Bevel: Adds the path profile around the curve
2.2. Mesh
2.3. Grease Pencil
2.4. Collection
Set of objects. They are often logically related objects.
2.5. Parenting
Multi-select objects with S-LMB, and C-p to
make the last selected one to be the parent of the others.
The child objects follows the transformations applied to the parent.
The parenting can be removed with M-p.
2.6. Linking
Objects can be linked between different blender files.
C-l for linking and transferring.
The modifiers can be copied to the last selected object.
3. Rendering
3.1. EEVEE
- Base
- Raytracing
- It does the screenspace raytracing
- Fast GI Approximation
- Probes
- It does the actual raytracing for a specific area.
- Volume
- It stores the low frequency light that can be used to modify the rendered colors efficiently.
4. Configurations
C-,Preferences
5. File Format
5.1. .blender
Each entity is stored as data-block.
5.1.1. Object
Object is the logical entity that contains its data, such as mesh and volume. Modifiers are attached to object?
5.1.2. Mesh
5.1.2.1. Geometry
Each type of geometry is stored separately.
- Vertex
- Coordinate
- Edge
- Two vertices that it connect, not in order
- Face
- Vertices and edges that encloses it.
- Loops
- Base Vertex
- Outgoing edge
- Next loop
Local origin is the zero point in terms of these coordinates.
Apply operation (C-a) updates these data by the transformation being
applied. The transformation is no longer applied and the local origin resets.
Named attribute would be stored alongside?
5.1.2.2. Layers
There are layers on each domain: vertex, edge, face, that store some data (number, vector, etc.) for each point. Layers are separately stored from the geometry data.
- Vertex Domain
- UV layer: UV coordinates of the vertex. Used for interpolation of UV coordinates.
5.1.3. Volume
- VDB: Volume Data Block
Stores various fields in three dimensional grid.
density
5.2. OpenUSD
- Open Universal Scene Description
- The Most Valuable File Format You've Never Heard Of - YouTube
- Open standard around graphics information exchange, from mesh, texture, depth, and all others.
- Blender, Unity, Maya and other softwares are supporting it. Godot support is coming up.