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
ADDED
|
@@ -0,0 +1,127 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
|
| 2 |
+
***********************
|
| 3 |
+
Common Modifier Options
|
| 4 |
+
***********************
|
| 5 |
+
|
| 6 |
+
Some options are commonly used by many modifiers, and share the same behavior across all of those.
|
| 7 |
+
In particular, many offer ways to precisely mask and weight their effect on a vertex basis
|
| 8 |
+
(using either vertex groups and/or textures).
|
| 9 |
+
|
| 10 |
+
|
| 11 |
+
.. _modifiers-common-options-masking:
|
| 12 |
+
|
| 13 |
+
Vertex Group
|
| 14 |
+
============
|
| 15 |
+
|
| 16 |
+
.. figure:: /images/modeling_modifiers_generic_vertex-group.png
|
| 17 |
+
:align: right
|
| 18 |
+
|
| 19 |
+
Typical modifier Vertex Group options.
|
| 20 |
+
|
| 21 |
+
:doc:`Vertex Groups </modeling/meshes/properties/vertex_groups/introduction>` are an easy way to control
|
| 22 |
+
which vertices are affected by a modifier, and to which extent (using their weights).
|
| 23 |
+
They are available when modifying meshes or lattices.
|
| 24 |
+
|
| 25 |
+
.. tip::
|
| 26 |
+
|
| 27 |
+
Vertex groups can also be edited and even animated using
|
| 28 |
+
the :ref:`Vertex Weight modifiers <bpy.types.VertexWeightEditModifier>`.
|
| 29 |
+
|
| 30 |
+
Vertex Group
|
| 31 |
+
The vertex group name.
|
| 32 |
+
|
| 33 |
+
.. warning::
|
| 34 |
+
|
| 35 |
+
The group is referenced by its name. That means that if you rename it, the link to the renamed vertex group
|
| 36 |
+
will be lost by all modifiers using it (their field will turn red),
|
| 37 |
+
and you'll have to select the proper group again in all of them.
|
| 38 |
+
|
| 39 |
+
Invert (double arrow icon)
|
| 40 |
+
Invert the influence of the vertex group. Only available in some modifiers.
|
| 41 |
+
|
| 42 |
+
|
| 43 |
+
Texture
|
| 44 |
+
=======
|
| 45 |
+
|
| 46 |
+
.. figure:: /images/modeling_modifiers_generic_texture.png
|
| 47 |
+
:align: right
|
| 48 |
+
|
| 49 |
+
Typical modifier Texture options.
|
| 50 |
+
|
| 51 |
+
Those options allow to use any kind of image (including parametric ones) to control the modifier's effect.
|
| 52 |
+
Most of the time, only the value (grayscale) of the texture is used,
|
| 53 |
+
but in some cases (like with some modes of the :ref:`Displace modifier <bpy.types.DisplaceModifier>`),
|
| 54 |
+
the whole RGB color components might be exploited.
|
| 55 |
+
|
| 56 |
+
.. tip::
|
| 57 |
+
|
| 58 |
+
Textures can be animated (either using videos, or by animating the mapping coordinates...).
|
| 59 |
+
|
| 60 |
+
Texture
|
| 61 |
+
The :doc:`texture data-block </render/materials/legacy_textures/introduction>` to use.
|
| 62 |
+
|
| 63 |
+
.. tip::
|
| 64 |
+
|
| 65 |
+
By clicking on the right-most button of this field (with the settings icon),
|
| 66 |
+
you can go directly to the selected texture's settings in the *Texture Properties* editor.
|
| 67 |
+
|
| 68 |
+
Texture Coordinates
|
| 69 |
+
The texture's coordinates to get each vertex' value:
|
| 70 |
+
|
| 71 |
+
UV
|
| 72 |
+
Take texture coordinates from face UV coordinates.
|
| 73 |
+
|
| 74 |
+
UV Map
|
| 75 |
+
The :term:`UV map` from which to take texture coordinates.
|
| 76 |
+
If the object has no UV coordinates, it falls back to the *Local* coordinate system.
|
| 77 |
+
If this field is blank, but there is a UV map available
|
| 78 |
+
(e.g. just after adding the first UV map to the mesh), the currently active UV map will be used.
|
| 79 |
+
|
| 80 |
+
.. note::
|
| 81 |
+
|
| 82 |
+
Since UV coordinates are specified per face, the UV texture coordinate system currently determines the UV
|
| 83 |
+
coordinate for each vertex from the first face encountered which uses that vertex.
|
| 84 |
+
Any other faces using that vertex are ignored.
|
| 85 |
+
|
| 86 |
+
This may lead to artifacts if the mesh has non-contiguous UV coordinates.
|
| 87 |
+
|
| 88 |
+
Object
|
| 89 |
+
Take the texture coordinates from another object's coordinate system.
|
| 90 |
+
|
| 91 |
+
Object
|
| 92 |
+
The object from which to take texture coordinates.
|
| 93 |
+
Moving the object will therefore alter the coordinates of the texture mapping.
|
| 94 |
+
|
| 95 |
+
If this field is blank, it falls back to the *Local* coordinate system.
|
| 96 |
+
|
| 97 |
+
.. note::
|
| 98 |
+
|
| 99 |
+
Moving the original object will **also** result in a texture coordinate update.
|
| 100 |
+
As such, if you need to maintain a displacement coordinate system while moving the modified object,
|
| 101 |
+
consider :ref:`parenting <bpy.ops.object.parent_set>` the coordinate object to the modified object.
|
| 102 |
+
|
| 103 |
+
Global
|
| 104 |
+
Take the texture coordinates from the global coordinate system.
|
| 105 |
+
Local
|
| 106 |
+
Take the texture coordinates from the object's local coordinate system.
|
| 107 |
+
|
| 108 |
+
Use Channel
|
| 109 |
+
Which channel to use as value source
|
| 110 |
+
(only available with a few modifiers currently, others follow the *Intensity* behavior,
|
| 111 |
+
unless otherwise specified).
|
| 112 |
+
|
| 113 |
+
Intensity
|
| 114 |
+
The average of the RGB channels (if RGB(1.0, 0.0, 0.0) value is 0.33).
|
| 115 |
+
Red/Green/Blue/Alpha
|
| 116 |
+
One of the color channels' values.
|
| 117 |
+
Hue
|
| 118 |
+
The hue from the HSV color space
|
| 119 |
+
(i.e; the color in the standard wheel, e.g. blue has a higher hue value than yellow).
|
| 120 |
+
Saturation
|
| 121 |
+
The saturation from the HSV color space (e.g. the value for pure red is 1.0, for gray is 0.0).
|
| 122 |
+
Value
|
| 123 |
+
The value from the HSV color space.
|
| 124 |
+
|
| 125 |
+
.. note::
|
| 126 |
+
|
| 127 |
+
All of the channels above are gamma corrected, except for *Intensity*.
|
index.rst.txt
ADDED
|
@@ -0,0 +1,89 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
.. _modifiers-index:
|
| 2 |
+
.. _bpy.types.Modifier:
|
| 3 |
+
|
| 4 |
+
#############
|
| 5 |
+
Modifiers
|
| 6 |
+
#############
|
| 7 |
+
|
| 8 |
+
.. toctree::
|
| 9 |
+
:maxdepth: 2
|
| 10 |
+
|
| 11 |
+
introduction.rst
|
| 12 |
+
common_options.rst
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
Modify
|
| 16 |
+
======
|
| 17 |
+
|
| 18 |
+
.. toctree::
|
| 19 |
+
:maxdepth: 1
|
| 20 |
+
|
| 21 |
+
modify/data_transfer.rst
|
| 22 |
+
modify/mesh_cache.rst
|
| 23 |
+
modify/mesh_sequence_cache.rst
|
| 24 |
+
modify/normal_edit.rst
|
| 25 |
+
modify/uv_project.rst
|
| 26 |
+
modify/uv_warp.rst
|
| 27 |
+
modify/weight_edit.rst
|
| 28 |
+
modify/weight_mix.rst
|
| 29 |
+
modify/weight_proximity.rst
|
| 30 |
+
modify/weighted_normal.rst
|
| 31 |
+
|
| 32 |
+
|
| 33 |
+
Generate
|
| 34 |
+
========
|
| 35 |
+
|
| 36 |
+
.. toctree::
|
| 37 |
+
:maxdepth: 1
|
| 38 |
+
|
| 39 |
+
generate/array.rst
|
| 40 |
+
generate/bevel.rst
|
| 41 |
+
generate/booleans.rst
|
| 42 |
+
generate/build.rst
|
| 43 |
+
generate/decimate.rst
|
| 44 |
+
generate/edge_split.rst
|
| 45 |
+
generate/mask.rst
|
| 46 |
+
generate/mirror.rst
|
| 47 |
+
generate/multiresolution.rst
|
| 48 |
+
generate/remesh.rst
|
| 49 |
+
generate/screw.rst
|
| 50 |
+
generate/skin.rst
|
| 51 |
+
generate/solidify.rst
|
| 52 |
+
generate/subdivision_surface.rst
|
| 53 |
+
generate/triangulate.rst
|
| 54 |
+
generate/wireframe.rst
|
| 55 |
+
|
| 56 |
+
|
| 57 |
+
Deform
|
| 58 |
+
======
|
| 59 |
+
|
| 60 |
+
.. toctree::
|
| 61 |
+
:maxdepth: 1
|
| 62 |
+
|
| 63 |
+
deform/armature.rst
|
| 64 |
+
deform/cast.rst
|
| 65 |
+
deform/corrective_smooth.rst
|
| 66 |
+
deform/curve.rst
|
| 67 |
+
deform/displace.rst
|
| 68 |
+
deform/hooks.rst
|
| 69 |
+
deform/laplacian_smooth.rst
|
| 70 |
+
deform/laplacian_deform.rst
|
| 71 |
+
deform/lattice.rst
|
| 72 |
+
deform/mesh_deform.rst
|
| 73 |
+
deform/shrinkwrap.rst
|
| 74 |
+
deform/simple_deform.rst
|
| 75 |
+
deform/smooth.rst
|
| 76 |
+
deform/surface_deform.rst
|
| 77 |
+
deform/warp.rst
|
| 78 |
+
deform/wave.rst
|
| 79 |
+
|
| 80 |
+
|
| 81 |
+
Simulate
|
| 82 |
+
========
|
| 83 |
+
|
| 84 |
+
.. toctree::
|
| 85 |
+
:maxdepth: 1
|
| 86 |
+
|
| 87 |
+
simulate/explode.rst
|
| 88 |
+
simulate/ocean.rst
|
| 89 |
+
simulate/particle_instance.rst
|
introduction.rst.txt
ADDED
|
@@ -0,0 +1,165 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
|
| 2 |
+
************
|
| 3 |
+
Introduction
|
| 4 |
+
************
|
| 5 |
+
|
| 6 |
+
Modifiers are automatic operations that affect an object's geometry in a non-destructive way.
|
| 7 |
+
With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually
|
| 8 |
+
(such as subdivision surfaces) and without affecting the base geometry of your object.
|
| 9 |
+
|
| 10 |
+
They work by changing how an object is displayed and rendered, but not the geometry which you can edit directly.
|
| 11 |
+
You can add several modifiers to a single object to form `The Modifier Stack`_
|
| 12 |
+
and *Apply* a modifier if you wish to make its changes permanent.
|
| 13 |
+
|
| 14 |
+
.. figure:: /images/modeling_modifiers_introduction_menu.png
|
| 15 |
+
|
| 16 |
+
Modifiers menu.
|
| 17 |
+
|
| 18 |
+
They can be added to the active object using the *Add Modifier* drop-down menu at the top of their properties tab.
|
| 19 |
+
New modifiers are always added at the bottom of the :ref:`stack <modifier-stack>` (i.e. will be applied last).
|
| 20 |
+
|
| 21 |
+
There are four types of modifiers:
|
| 22 |
+
|
| 23 |
+
Modify
|
| 24 |
+
These are tools similar to the *Deform* ones (see below),
|
| 25 |
+
however, they usually do not directly affect the geometry of the object,
|
| 26 |
+
but some other data, such as vertex groups.
|
| 27 |
+
Generate
|
| 28 |
+
These are constructive/destructive tools that will affect the whole :term:`topology` of the mesh.
|
| 29 |
+
They can change the general appearance of the object, or add new geometry to it...
|
| 30 |
+
Deform
|
| 31 |
+
Unlike *Generate* ones above, these only change the shape of an object, without altering its topology.
|
| 32 |
+
Simulate
|
| 33 |
+
Those represent :doc:`physics simulations </physics/index>`. In most cases, they are automatically added to
|
| 34 |
+
the modifiers stack whenever a *Particle System* or *Physics* simulation is enabled. Their only role is to define
|
| 35 |
+
the position in the modifier stack from which is taken the base data for the simulation they represent.
|
| 36 |
+
As such, they typically have no attributes, and are controlled by settings exposed in
|
| 37 |
+
separate sections of the :doc:`Properties editor </editors/properties_editor>`.
|
| 38 |
+
|
| 39 |
+
|
| 40 |
+
.. _bpy.types.Modifier.show:
|
| 41 |
+
|
| 42 |
+
Interface
|
| 43 |
+
=========
|
| 44 |
+
|
| 45 |
+
.. _fig-modifiers-panel-layout:
|
| 46 |
+
|
| 47 |
+
.. figure:: /images/modeling_modifiers_introduction_panel-layout.png
|
| 48 |
+
|
| 49 |
+
Panel layout (Subdivision Surface as an example).
|
| 50 |
+
|
| 51 |
+
Each modifier's interface shares the same basic components, see Fig. :ref:`fig-modifiers-panel-layout`.
|
| 52 |
+
|
| 53 |
+
At the top is the panel header.
|
| 54 |
+
The icons each represent different settings for the modifier (left to right):
|
| 55 |
+
|
| 56 |
+
Expand (down/right arrow icon)
|
| 57 |
+
Collapse modifier to show only the header and not its options.
|
| 58 |
+
Type
|
| 59 |
+
An icon as a quick visual reference of the modifier's type.
|
| 60 |
+
Name
|
| 61 |
+
Every modifier has a unique name per object. Two modifiers on one object must have unique names,
|
| 62 |
+
but two modifiers on different objects can have the same name. The default name is based off the modifier type.
|
| 63 |
+
Render (camera icon)
|
| 64 |
+
Toggle visibility of the modifier's effect in the render.
|
| 65 |
+
Show in viewport (screen icon)
|
| 66 |
+
Toggle visibility of the modifier's effect in the 3D View.
|
| 67 |
+
Show in Edit Mode (vertices-square icon)
|
| 68 |
+
Display the modified geometry in Edit mode, as well as the original geometry which you can edit.
|
| 69 |
+
Show on cage (vertices-triangle icon) -- Meshes only
|
| 70 |
+
Depends on the previous setting, if enabled, the modified geometry can also be edited directly,
|
| 71 |
+
instead of the original one.
|
| 72 |
+
|
| 73 |
+
.. warning::
|
| 74 |
+
|
| 75 |
+
While it shows edited items in their final, modified positions, you are still actually editing original data.
|
| 76 |
+
This can lead to weird and unpredictable effects with some tools,
|
| 77 |
+
and should be disabled whenever you need to perform complex or precise editing on the mesh.
|
| 78 |
+
|
| 79 |
+
Apply On Spline Points (point-surface icon) -- Curves, Surfaces and Texts only
|
| 80 |
+
Apply the whole modifier stack up to and including that one on the curve or surface control points,
|
| 81 |
+
instead of their tessellated geometry.
|
| 82 |
+
|
| 83 |
+
.. note::
|
| 84 |
+
|
| 85 |
+
By default, curves, texts and surfaces are always converted to mesh-like geometry
|
| 86 |
+
before that the modifier stack is evaluated on them.
|
| 87 |
+
|
| 88 |
+
Move (up/down arrow icon)
|
| 89 |
+
Move the modifier up/down in the stack.
|
| 90 |
+
Delete (``X`` icon)
|
| 91 |
+
Delete the modifier.
|
| 92 |
+
|
| 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>`__.
|