Table of Contents

1. Areas

  • C-SPC maximize on one area

1.1. 3D Viewport

  • z Select Viewport Shading
    • Wireframe
    • Solid
    • Material
    • Render
  • ` Select Viewpoint
    • Numpad numbers can be used to select different views.
    • 0 camera
  • S-s Selection and Cursor Control
  • M-LMB Loop Select
  • TAB Toggle Mode
    • The edit mode exists per object and there are special modes depending on the object (e.g. Draw Mode for Grease Pencil).
    • C-TAB Select Mode
  • g (Grab) Move
    • Hold MMB to select the axis based on the cursor position.
  • s Scale
    • S-M-s scale spherically
  • r Rotate
  • e Extrude
  • x, DEL Delete
  • LMB to confirm and RMB to cancel
  • M-g, M-r, M-s each resets the transformations.
  • C-a apply the transformations and set it to the default configuration.

1.2. Shader Editor

1.2.1. Input

  • Volume Info access basic VDB information.

1.3. Geometry Node Editor

  • n side 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.

  • Index
  • Position
  • Edge Vertices
  • Group Input

1.3.2. Generation

  • Curve Circle
  • Instance on Points
  • Distribute 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.

  • Position the coordinate of each vertex.
  • Named Attribute read 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

6. References

Author: Jeemin Kim

Created: 2026-07-16 Thu 21:33