Object Modifier Type Items#
Modify
- GREASE_PENCIL_VERTEX_WEIGHT_PROXIMITY:
Vertex Weight Proximity.
Generate vertex weights based on distance to object.
Modify
- DATA_TRANSFER:
Data Transfer.
Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another.
- MESH_CACHE:
Mesh Cache.
Deform the mesh using an external frame-by-frame vertex transform cache.
- MESH_SEQUENCE_CACHE:
Mesh Sequence Cache.
Deform the mesh or curve using an external mesh cache in Alembic format.
- NORMAL_EDIT:
Normal Edit.
Modify the direction of the surface normals.
- WEIGHTED_NORMAL:
Weighted Normal.
Modify the direction of the surface normals using a weighting method.
- UV_PROJECT:
UV Project.
Project the UV map coordinates from the negative Z axis of another object.
- UV_WARP:
UV Warp.
Transform the UV map using the difference between two objects.
- VERTEX_WEIGHT_EDIT:
Vertex Weight Edit.
Modify of the weights of a vertex group.
- VERTEX_WEIGHT_MIX:
Vertex Weight Mix.
Mix the weights of two vertex groups.
- VERTEX_WEIGHT_PROXIMITY:
Vertex Weight Proximity.
Set the vertex group weights based on the distance to another target object.
- GREASE_PENCIL_COLOR:
Hue/Saturation.
Change hue/saturation/value of the strokes.
- GREASE_PENCIL_TINT:
Tint.
Tint the color of the strokes.
- GREASE_PENCIL_OPACITY:
Opacity.
Change the opacity of the strokes.
- GREASE_PENCIL_VERTEX_WEIGHT_ANGLE:
Vertex Weight Angle.
Generate vertex weights based on stroke angle.
- GREASE_PENCIL_TIME:
Time Offset.
Offset keyframes.
- GREASE_PENCIL_TEXTURE:
Texture Mapping.
Change stroke UV texture values.
Generate
- ARRAY:
Array.
Create copies of the shape with offsets.
- BEVEL:
Bevel.
Generate sloped corners by adding geometry to the mesh’s edges or vertices.
- BOOLEAN:
Boolean.
Use another shape to cut, combine or perform a difference operation.
- BUILD:
Build.
Cause the faces of the mesh object to appear or disappear one after the other over time.
- DECIMATE:
Decimate.
Reduce the geometry density.
- EDGE_SPLIT:
Edge Split.
Split away joined faces at the edges.
- NODES:
Geometry Nodes.
- MASK:
Mask.
Dynamically hide vertices based on a vertex group or armature.
- MIRROR:
Mirror.
Mirror along the local X, Y and/or Z axes, over the object origin.
- MESH_TO_VOLUME:
Mesh to Volume.
- MULTIRES:
Multiresolution.
Subdivide the mesh in a way that allows editing the higher subdivision levels.
- REMESH:
Remesh.
Generate new mesh topology based on the current shape.
- SCREW:
Screw.
Lathe around an axis, treating the input mesh as a profile.
- SKIN:
Skin.
Create a solid shape from vertices and edges, using the vertex radius to define the thickness.
- SOLIDIFY:
Solidify.
Make the surface thick.
- SUBSURF:
Subdivision Surface.
Split the faces into smaller parts, giving it a smoother appearance.
- TRIANGULATE:
Triangulate.
Convert all polygons to triangles.
- VOLUME_TO_MESH:
Volume to Mesh.
- WELD:
Weld.
Find groups of vertices closer than dist and merge them together.
- WIREFRAME:
Wireframe.
Convert faces into thickened edges.
- GREASE_PENCIL_ARRAY:
Array.
Duplicate strokes into an array.
- GREASE_PENCIL_BUILD:
Build.
Grease Pencil build modifier.
- GREASE_PENCIL_LENGTH:
Length.
Grease Pencil length modifier.
- LINEART:
Line Art.
Generate Line Art from scene geometries.
- GREASE_PENCIL_MIRROR:
Mirror.
Duplicate strokes like a mirror.
- GREASE_PENCIL_MULTIPLY:
Multiple Strokes.
Generate multiple strokes around original strokes.
- GREASE_PENCIL_SIMPLIFY:
Simplify.
Simplify stroke reducing number of points.
- GREASE_PENCIL_SUBDIV:
Subdivide.
Grease Pencil subdivide modifier.
- GREASE_PENCIL_ENVELOPE:
Envelope.
Create an envelope shape.
- GREASE_PENCIL_OUTLINE:
Outline.
Convert stroke to outline.
Deform
- ARMATURE:
Armature.
Deform the shape using an armature object.
- CAST:
Cast.
Shift the shape towards a predefined primitive.
- CURVE:
Curve.
Bend the mesh using a curve object.
- DISPLACE:
Displace.
Offset vertices based on a texture.
- HOOK:
Hook.
Deform specific points using another object.
- LAPLACIANDEFORM:
Laplacian Deform.
Deform based a series of anchor points.
- LATTICE:
Lattice.
Deform using the shape of a lattice object.
- MESH_DEFORM:
Mesh Deform.
Deform using a different mesh, which acts as a deformation cage.
- SHRINKWRAP:
Shrinkwrap.
Project the shape onto another object.
- SIMPLE_DEFORM:
Simple Deform.
Deform the shape by twisting, bending, tapering or stretching.
- SMOOTH:
Smooth.
Smooth the mesh by flattening the angles between adjacent faces.
- CORRECTIVE_SMOOTH:
Smooth Corrective.
Smooth the mesh while still preserving the volume.
- LAPLACIANSMOOTH:
Smooth Laplacian.
Reduce the noise on a mesh surface with minimal changes to its shape.
- SURFACE_DEFORM:
Surface Deform.
Transfer motion from another mesh.
- WARP:
Warp.
Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects.
- WAVE:
Wave.
Adds a ripple-like motion to an object’s geometry.
- VOLUME_DISPLACE:
Volume Displace.
Deform volume based on noise or other vector fields.
- GREASE_PENCIL_HOOK:
Hook.
Deform stroke points using objects.
- GREASE_PENCIL_NOISE:
Noise.
Generate noise wobble in grease pencil strokes.
- GREASE_PENCIL_OFFSET:
Offset.
Change stroke location, rotation, or scale.
- GREASE_PENCIL_SMOOTH:
Smooth.
Smooth grease pencil strokes.
- GREASE_PENCIL_THICKNESS:
Thickness.
Change stroke thickness.
- GREASE_PENCIL_LATTICE:
Lattice.
Deform strokes using a lattice object.
- GREASE_PENCIL_DASH:
Dot Dash.
Generate dot-dash styled strokes.
- GREASE_PENCIL_ARMATURE:
Armature.
Deform stroke points using armature object.
- GREASE_PENCIL_SHRINKWRAP:
Shrinkwrap.
Project the shape onto another object.
Physics
- CLOTH:
Cloth.
Physic simulation for cloth.
- COLLISION:
Collision.
For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surface.
- DYNAMIC_PAINT:
Dynamic Paint.
Turn objects into paint canvases and brushes, creating color attributes, image sequences, or displacement.
- EXPLODE:
Explode.
Break apart the mesh faces and let them follow particles.
- FLUID:
Fluid.
Physics simulation for fluids, like water, oil and smoke.
- OCEAN:
Ocean.
Generate a moving ocean surface.
- PARTICLE_INSTANCE:
Particle Instance.
Duplicate mesh at the location of particles.
- PARTICLE_SYSTEM:
Particle System.
Spawn particles from the shape.
- SOFT_BODY:
Soft Body.
Simulate soft deformable objects.
- SURFACE:
Surface.