Introdução

Os modificadores são operações automáticas que afetam um objeto de maneira não destrutiva. Através dos modificadores, você poderá realizar muitos efeitos automaticamente, os quais contudo poderiam ser muito tediosos para ser feitos manualmente (como as subdivisões de superfícies) e sem afetar a geometria base de seu objeto.

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.

../../_images/modeling_modifiers_introduction_menu.png

Modifiers menu.

Existem quatro tipos de modificadores:

Modificar
The Modify group of modifiers includes tools similar to the Deform Modifiers (see below), but which do not directly affect the shape of the object; rather they affect some other data, such as vertex groups.
Gerar
The Generate group of modifiers includes constructive tools that either change the general appearance of or automatically add new geometry to an object.
Deformar
The Deform group of modifiers only changes the shape of an object without adding new geometry, and are available for meshes, and often texts, curves, surfaces and/or lattices.
Simular
The Simulate group of modifiers activates simulations. In most cases, these modifiers are automatically added to the modifiers stack whenever a Particle System or Physics simulation is enabled. Their only role is to define the place in the modifier stack used as base data by the tool they represent. Generally, the attributes of these modifiers are accessible in separate panels.

Interface

../../_images/modeling_modifiers_introduction_panel-layout.png

Panel layout (Subdivision Surface as an example).

Each modifier has been brought in from a different part of Blender, so each has its own unique settings and special considerations. However, each modifier’s interface has the same basic components, see Fig. 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 (ícone com setas para baixo e para direita)
Recolhe o modificador para mostrar somente o seu cabeçalho e não as suas opções.
Tipo
Um ícone como uma referência visual rápida do tipo do modificador.
Nome
Cada um dos modificadores possui um único nome por objeto. Dois modificadores em um objeto devem possuir nomes únicos, mas dois modificadores em dois objetos diferentes podem ter o mesmo nome. O nome padrão é criado com base no tipo de modificador.
Renderizar (ícone de câmera)
Alterna a visibilidade do efeito dos modificadores na renderização.
Mostrar na porta de visão (ícone de olho)
Alterna a visibilidade do efeito dos modificadores na janela de visualização 3D.
Mostrar no modo de edição (ícone de caixa)
Displays the modified geometry in Edit Mode, as well as the original geometry which you can edit.
Mostrar na jaula (ícone de triângulo)
When enabled, the final modified geometry will be shown in Edit Mode and can be edited directly.
Mover (ícone com setas para cima e para baixo)
Moves modifier up/down in the stack.
Apagar X
Apaga o modificador.

Nota

The Box and Triangle icons may not be available depending on the type of modifier.

Below the header are two buttons:

Aplicar
Makes the modifier «real» – converts the object’s geometry to match the applied modifier, and deletes the modifier.
Copiar
Creates a duplicate of the modifier at the bottom of the stack.

Aviso

Applying a modifier that is not first in the stack will ignore the stack order and could produce undesired results.

Below this header, all of the options unique to each modifier will be displayed.

A pilha de modificadores

Modifiers are a series of non-destructive operations which can be applied on top of an object’s geometry. They can be applied in just about any order the users chooses.

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. Fortunately modifiers can be rearranged easily by clicking the convenient up and down arrow icons. For example, the image below shows Subdivision Surface and Mirror modifiers that have switched places.

Um exemplo de pilha de modificadores.
../../_images/modeling_modifiers_generate_mirror_subsurf2.png

The Mirror modifier is the last item in the stack and the result looks like two surfaces.

../../_images/modeling_modifiers_generate_mirror_subsurf1.png

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.

Exemplo

../../_images/modeling_modifiers_introduction_stack-example-3.png

In this example a simple subdivided cube has been transformed into a rather complex object using a stack of modifiers.

Download example file.