Mesh Primitives

Tham Chiếu [Reference]

Chế Độ [Mode]:

Object Mode, Edit Mode

Trình Đơn [Menu]:

Thêm (Add) ‣ Khung Lưới (Mesh)

Tổ Hợp Phím Tắt [Shortcut]:

Shift-A

Meshes are the most common object type used in 3D scenes. Blender provides a variety of built-in mesh primitives that serve as starting points for modeling. These primitives can be added in both Object Mode and Edit Mode, where they appear at the location of the 3D Cursor.

../../_images/modeling_meshes_primitives_all.png

Blender's standard mesh primitives.

Mẹo

Planar meshes like Plane, Circle, and Grid can become three-dimensional by moving vertices out of their original plane.

Ghi chú

Additional primitives can be enabled through add-on extensions. See Get Extensions for more information.

Tùy Chọn Chung (Common Options)

Các tùy chọn này có thể được chỉ định trong bảng điều khiển Điều Chỉnh Thao Tác Trước Đây (Adjust Last Operation), xuất hiện khi đối tượng được kiến tạo. Các tùy chọn được bao gồm trong nhiều hình cơ bản là:

Sinh Tạo các UV (Generate UVs)

Tạo ra một UV mặc định mở gói hình học mới. Cái này sẽ được xác định trong tầng lớp UV đầu tiên (tức cái sẽ được cho thêm vào nếu cần).

Align to View, Location, Rotation

Xin xem mục Các Tùy Chọn Đối Tượng Chung (Common Object Options).

Bình Diện (Plane)

The standard plane is a single quad face composed of four vertices, four edges, and one face. It lies flat and has no thickness, making it a purely two-dimensional object.

Planes are commonly used to represent surfaces such as floors, walls, tabletops, or mirrors. They are also frequently used as emitter objects, camera backgrounds, or for projection mapping.

Kích Thước (Size)

Sets the width and height of the plane (the full extent from edge to edge).

Xem thêm

Mesh Plane allows importing an image as a textured plane. The plane's dimensions are automatically scaled to match the image's aspect ratio.

Mẹo

Planes are useful as a starting point for modeling panels, ceilings, cloth simulations, or sculpting surfaces. Apply modifiers like Subdivision Surface or Displace to turn a flat plane into complex geometry.

Khối Lập Phương (Cube)

Adds a standard cube mesh composed of six quad faces, eight vertices, and twelve edges. This is one of the most basic and frequently used primitives in modeling, serving as a starting point for creating boxes, crates, buildings, or sculpting bases.

Kích Thước (Size)

Sets the total width, height, and depth of the cube (i.e., the full diameter along each axis). A size of 2 creates a cube that spans from -1 to +1 on all axes.

Mẹo

The cube is ideal for hard-surface modeling and is commonly used as a base for applying modifiers such as Subdivision Surface, Boolean, or Bevel.

Hình/Vòng/Tròn (Circle)

Adds a flat, 2D ring of vertices forming a polygonal approximation of a circle. This primitive is useful as a starting point for cylindrical objects, holes, pipe ends, or extrusion-based modeling workflows.

Vertices (Điểm Đỉnh)

Number of vertices used to define the perimeter of the circle. Higher values result in a smoother shape.

Kiểu Phủ Kín (Fill Type)

Sets how the center of the circle is filled:

Hình Rẻ Quạt (Triangle Fan):

Fills the circle with triangular faces sharing a central vertex.

N-gon (Đa-giác):

Fills the center with a single N-gon face.

Không (Nothing):

Leaves the circle unfilled; only the perimeter vertices are created.

Bán Kính (Radius)

Distance from the center to the outer edge of the circle.

Hình Cầu UV (UV Sphere)

A UV sphere is composed of quad faces arranged in horizontal rings and vertical segments, with triangle fans at the poles. This structure mirrors how textures are typically mapped in 2D (hence the name "UV" sphere), making it well-suited for texturing.

It resembles lines of latitude and longitude on a globe, which also makes it useful for planetary models or spherical shapes with pole-to-pole UV seams.

Số/Phân Đoạn (Segments)

Number of vertical segments (longitudinal divisions). These are like meridians on a globe, running from the north to south pole.

Vành Nhẫn (Rings)

Number of horizontal segments (latitudinal divisions). These are like parallels on a globe, stacked from top to bottom.

Ghi chú

Rings correspond to face loops, not edge loops, so the actual number of visible edge loops is one less.

Bán Kính (Radius)

Distance from the center to the outer surface of the sphere.

Mẹo

For clean shading, enable Smooth Shading and apply a Subdivision Surface modifier.

Nhị Thập Diện Cầu Tam Giác Đều (Icosphere)

An icosphere is a sphere built from equilateral triangles and has a more uniform distribution of vertices compared to a UV sphere. This makes it ideal for sculpting, simulations, or applications where topological regularity is important.

It is created by recursively subdividing the faces of an icosahedron, which is a polyhedron with 20 triangular faces.

Mức Phân Chia (Subdivisions)

Number of recursive subdivision steps. Each step splits every triangle into four new triangles, increasing the mesh resolution exponentially.

  • Subdivision Level 1 creates the base icosahedron.

  • Higher levels smooth the surface and increase vertex count.

Cảnh báo

Subdividing an icosphere quickly increases the vertex count. For example, 10 subdivisions generate over 5 million triangles and may crash Blender.

Bán Kính (Radius)

Distance from the center to the outer surface of the sphere.

Mẹo

Icospheres are often used in simulations, particle emitters, and sculpting workflows where uniformity and triangle-only topology are beneficial.

Hình Trụ (Cylinder)

Creates a cylindrical mesh composed of two circular ends and vertical faces. This shape is commonly used to model objects like handles, rods, pillars, and barrels.

Vertices (Điểm Đỉnh)

Number of vertices used to define the circular ends. Higher values result in a smoother circular profile.

Bán Kính (Radius)

Radius of the cylinder's circular ends, measured from the center to the perimeter.

Chiều/Độ Sâu (Depth)

Height of the cylinder along the Z axis.

Kiểu Phủ Nắp Đầu (Cap Fill Type)

Determines how the top and bottom of the cylinder are filled:

Không (Nothing):

No end caps are added. Only the side faces are created, forming a tube. Useful for modeling pipes or hollow containers.

N-gon (Đa-giác):

Each end is filled with a single N-gon face.

Hình Rẻ Quạt (Triangle Fan):

Each end is filled with triangular faces sharing a central vertex.

Hình Nón (Cone)

Creates a cone- or pyramid-shaped mesh. Useful for modeling objects like spikes, traffic cones, or wizard hats. You can also create frustums (truncated cones) or simple pyramids by adjusting the top radius.

Vertices (Điểm Đỉnh)

Number of vertices used to define the circular base (or polygon base in the case of a pyramid). Higher values produce smoother curves.

Bán Kính 1 (Radius 1)

Radius of the base of the cone (bottom circle).

Bán Kính 2 (Radius 2)

Radius of the tip (top circle). A value of 0 creates a standard cone with a pointed tip. Non-zero values result in a frustum shape.

Chiều/Độ Sâu (Depth)

Height of the cone along the Z axis.

Kiểu Phủ Nắp Đầu (Cap Fill Type)

Determines how the base of the cone is filled:

Không (Nothing):

No bottom cap is added. Only the side faces are created. Useful for creating open containers or hollow cones.

N-gon (Đa-giác):

Fills the base with a single N-gon face.

Hình Rẻ Quạt (Triangle Fan):

Fills the base with triangular faces sharing a central vertex.

Mẹo

To create a pyramid, set Vertices to 4 and use N-gon or Triangle Fan as the cap type. Adjust Radius 2 to 0 to keep the top pointed.

Hình Xuyến (Torus)

A doughnut-shaped primitive created by rotating a circle around an axis. This shape is commonly used for rings, pipes, and stylized details.

Sắp Đặt Sẵn của Thao Tác (Operator Presets)

Saved torus settings that can be reused. These are stored as Python scripts in the presets directory.

Số Phân Đoạn Chính (Major Segments)

Number of segments that make up the main circular ring of the torus. Think of this as the number of steps in the spin operation around the central axis.

Số Phân Đoạn Phụ (Minor Segments)

Number of segments making up the circular cross-section of the torus. Each segment is rotated around the main ring.

Chế Độ Kích Thước (Dimensions Mode)

Selects the method used to define the shape and size of the torus:

Major/Minor:

Define the torus using the radius of the main ring and the radius of the cross-sectional circle.

Exterior/Interior:

Define the torus using the total outer radius and the radius of the central hole.

Major Radius Major/Minor

Distance from the center of the torus to the center of the cross section.

Minor Radius Major/Minor

Radius of the cross-sectional circle (thickness of the ring).

Exterior Radius Exterior/Interior

Total radius from the center of the torus to its outer edge.

Interior Radius Exterior/Interior

Radius of the hole at the center of the torus.

Khung Lưới Đồ Thị (Grid)

A regular grid composed of quadrilateral faces, useful as a base for landscapes, cloth, or organic surfaces. You can increase the number of subdivisions to create a more detailed mesh suitable for sculpting or simulation.

Lượng Phân Hóa X (X Subdivisions)

Number of face spans along the X axis.

Lượng Phân Hóa Y (Y Subdivisions)

Number of face spans along the Y axis.

Kích Thước (Size)

Sets the width and height of the plane (the full extent from edge to edge).

Đầu Khỉ (Monkey)

Adds a stylized monkey head mesh named "Suzanne". Suzanne is a gift from old NaN to the community and remains in Blender as a playful "Easter egg" and is widely recognized as Blender's mascot.

This primitive is commonly used for testing materials, lighting setups, and modifiers such as Subdivision Surface.

It serves a similar purpose to well-known test models like the Utah Teapot or the Stanford Bunny.

Kích Thước (Size)

Controls the overall scale of the mesh.