Introducció¶
Modifiers are automatic operations that affect an object’s geometry in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually (such as subdivision surfaces) and without affecting the base geometry of your object.
They work by changing how an object is displayed and rendered, but not the geometry which you can edit directly. You can add several modifiers to a single object to form The Modifier Stack and Apply a modifier if you wish to make its changes permanent.
Es poden afegir a l’objecte actiu amb l’operador Afegir modificador, el botó «Afegir Modificador» a la part superior de la pestanya Modificadors a Propietats, o fent servir Maj-A a la mateixa pestanya. Els nous modificadors sempre s’afegeixen a la part inferior de la estiba (és a dir, s’aplicaran últims).
There are many built-in modifiers but Blender also allows users to make their own modifiers through Nodes de geometria.
Categories¶
There are four categories of built-in modifiers:
- Editar
Similar to the Deform modifiers (see below), however, they usually do not directly affect the geometry of the object, but some other data, such as vertex groups.
- Generar
Constructive/destructive modifiers that will affect the whole Topology of the mesh. They can change the general appearance of the object, or add new geometry to it…
- Deformar
Unlike Generate ones above, these modifiers only change the shape of an object, without altering its topology.
- Simulate
Represent physics simulations. In most cases, they are automatically added to the modifiers stack whenever a Particle System or Physics simulation is enabled. Their only role is to define the position in the modifier stack from which is taken the base data for the simulation they represent. As such, they typically have no properties, and are controlled by settings exposed in separate sections of the Propietats.
També notareu una categoria anomenada «Pèl», categoria provinent d’una Biblioteca de recursos integrada que es distribueix amb el Blender. Per a més informació, vegeu Nodes de pèl.
Les usuàries poden crear les seves pròpies categories en crear recursos de grups de nodes de geometria i assignant-los a un Catàleg de recursos. El nom del catàleg serà el nom de la categoria. Si una usuària crea un catàleg amb el mateix nom que una de les categories integrades, el grup de nodes s’afegirà a la part inferior del menú corresponent.
Els grups de nodes que són no-recursos o que no pertanyen a una categoria estaran disponibles al submenú «No assignats».
Nota
Geometry Node Groups must have the Modifier property enabled for the node group to show up in the Add Modifier menu.
Interfície¶
Each modifier’s interface shares the same basic components, see Fig. Panel layout (Subdivision Surface as an example)..
Panel layout (Subdivision Surface as an example).¶
At the top is the panel header. The icons each represent different settings for the modifier (left to right):
- Expandir (icona de fletxa avall/dreta)
Collapse modifier to show only the header and not its options.
- Tipus
An icon as a quick visual reference of the modifier’s type.
- Nom
Every modifier has a unique name per object. Two modifiers on one object must have unique names, but two modifiers on different objects can have the same name. The default name is based on the modifier type.
- Show on Cage (vertices triangle icon) – Meshes only
Depends on the previous setting, if enabled, the modified geometry can also be edited directly, instead of the original one.
Avís
While it shows edited items in their final, modified positions, you are still actually editing original data. This can lead to strong and unpredictable effects with some tools, and should be disabled whenever you need to perform complex or precise editing on the mesh.
- Show in Edit Mode (vertices square icon)
Display the modified geometry in Edit Mode, as well as the original geometry which you can edit.
- Show in Viewport (screen icon)
Toggle visibility of the modifier’s effect in the 3D Viewport.
- Render (camera icon)
Toggle visibility of the modifier’s effect in the render.
Nota
The Square, Triangle and Surface icons may not be available, depending on the type of object and modifier.
- Apply On Spline Points (point surface icon) – Curves, surfaces and texts only
Apply the whole modifier stack up to and including that one on the curve or surface control points, instead of their tessellated geometry.
Nota
By default, curves, texts and surfaces are always converted to mesh-like geometry before that the modifier stack is evaluated on them.
- Extres
- Aplicar Ctrl-A
Makes the modifier «real»: converts the object’s geometry to match the applied modifier’s results, and deletes the modifier.
Quan s’aplica un modificador a un objecte que comparteix Dades d’objecte entre múltiples objectes, primer l’objecte primer s’ha de consignar aom a Usador únic, cosa que es pot realitzar confirmant el missatge emergent que surt.
Avís
Si s’aplica un modificador que no és el primer de l’estiba s’ignorarà l’ordre de l’estiba (s’aplicarà com si fos el primer) i pot provocar resultats no desitjats.
- Apply as Shape Key
Stores the result of that modifier in a new relative shape key and then deletes the modifier from the modifier stack. This is only available with modifiers that do not affect the topology (typically, Deform modifiers only).
Nota
Even though it should work with any geometry type that supports shape keys, currently it will only work with meshes.
- Save as Shape Key
Stores the result of that modifier in a new relative shape key and keeps the modifier in the modifier stack. This is only available with modifiers that do not affect the topology (typically, Deform modifiers only).
- Duplicar Maj-D
Creates a duplicate of the modifier just below current one in the stack.
- Copiar a seleccionats
Copies the modifier from the Active object to all selected objects.
- Moure a primera/última
Moves the modifier to the first or last position in the modifier stack.
- Fixar com últim
Manté el modificador al final de l’estiba de modificadors. Quan es fixi un modificador, es mostrarà una icona de pin al costat dret de la capçalera del plafó.
- Move to Nodes
Converts the existing Geometry Nodes Modifier node tree to a group node to be reused in other node trees. See Moure a oberador de nodes for more information.
This operator is only available for the Geometry Nodes Modifier.
- Eliminar X, Supr
Delete the modifier.
- Moure
:::: Move the modifier up/down in the stack, changing the evaluation order of the modifiers.
Un modificador no es pot moure quan Fixar com últim està habilitat.
Below this header, all of the options unique to each modifier will be displayed.
Truc
Empreu :kbd::Alt per a afectar tots els objectes seleccionats alhora en activar operadors com ara afegir, aplicar, eliminar i moure a índex.
See Edició multiobjecte for more information.
The Modifier Stack¶
Modifiers are a series of non-destructive operations which can be applied on top of an object’s geometry. You can be apply them in almost any order. This kind of functionality is often referred to as a «modifier stack» and is also found in several other 3D applications.
In a modifier stack, the order in which modifiers are applied has an effect on the result.
Therefore the modifiers can be re-arranged by clicking the grab widget (::::) in the top right,
and moving the selected modifier up or down.
For example, the image below shows Subdivision Surface
and Mirror modifiers that have switched places.
The Mirror modifier is the last item in the stack and the result looks like two surfaces.¶ |
The Subdivision Surface modifier is the last item in the stack and the result is a single merged surface.¶ |
Modifiers are calculated from top to bottom in the stack. In this example, the desired result (on right) is achieved by first mirroring the object, and then calculating the subdivision surface.
Active Modifier¶
A modifier in the stack can be selected to mark in as Active, the active modifier displays an outline around the modifier’s panel. To set an active modifier, select an area of the modifier’s panel background, the modifier’s icon, or, select a modifier in the Inventari.
The active modifier is used by the Editor de Nodes de geometria to determine which node group is being modified.
Exemple¶
In this example a simple subdivided cube has been transformed into a rather complex object using a stack of modifiers.¶