Blender
Notes
General
- F3: command search
- n: show properties sidebar (includes view options)
- Ctrl+Space: maximize editor pane under pointer
- m: move to collection
- F2: rename selected object
- Shift+a: open Add menu
- when adding a mesh, use the lowest resolution you can get away with (less vertices to deal with), and try to keep the faces roughly square
- circles have a Fill Type, set to Ngon to add a face
- Shift+d: Duplicate
- canceling while using tools with a movement step after (like Duplicate and Extrude) does not cancel the tool, only the movement, so there will still be duplicated vertices (undo to avoid this)
- Alt+d: Duplicate Linked
- in Edit mode both the original and any linked duplicates will be affected, but in Object mode only the selected instance will
- Tab: switch between Object and Edit modes
- Ctrl+Tab (hold) - open mode select menu
Viewport
- Mouse3: orbit (rotate) camera
- Shift+Mouse3: pan camera
- ~: open view selection menu
- Numpad 1: front orthographic view
- Numpad .: focus on selected object
- z (hold) - open rendering mode menu
Cursor
- the cursor controls where new objects are added, and affects how some tools work
- Shift+Mouse2: move cursor
- Shift+s: cursor movement menu
- Cursor to Selected will move the cursor to the center of the selected object
- Shift+c: center scene and reset cursor
Selection
- a: select all
- Alt+a: deselect all
- Ctrl+i: invert selection
- w: activate Select tool if another tool is active, cycle through Select modes if already active
- Shift+Mouse1: add to selection
- Alt+Mouse1: select loop
- when working in orthographic views, drag select instead of just clicking to select so that you get the vertices behind the front-most one
- Alt+z: toggle x-ray mode
- allows you to select "through" a mesh
- h: hide selection
- Alt+h: unhide
- x: delete selection (can also use Delete)
- Dissolve will merge the surrounding geometry to fill in the space
- Numpad /: toggle local view (show only selection)
- p: separate selection
- Ctrl+p: parent objects
- select the child first, then the parent-to-be, and select Keep Transform
Camera
- Numpad 0: toggle camera view
- Ctrl+Alt+Numpad 0: move camera to current viewport position
- Properties sidebar > View > Lock Camera to View lets you move the camera by moving the view
- or with the camera selected use g as usual, and use Mouse3 to "zoom" (move along local z axis)
- F11: bring up most recent render
- F12: render
Tools
- g: Move (g for grab)
- r: Rotate
- s: Scale
- t: Transform
- Shift+Space: open tools menu
- While a tool is in use:
- x/y/z: restrict to that axis
- Shift+x/y/z: exclude that axis
- hold Mouse3: snap to nearby axis
- hold Ctrl: snap to increments
- hold Shift: slow down
- can enter numeric values, and - for negatives
Object mode
- Right click > Shade Smooth/Flat
- Right click > Set Origin > Origin to Geometry to move origin to center of each selected object
Edit mode
- 1/2/3: enter vertex/edge/face select mode
- Ctrl+l: select all connected (linked) vertices
- o: toggle proportional editing
- affects the area around the selection (scroll bar to adjust radius)
- use menu in toolbar to change falloff type
- Shift+Tab: toggle snapping (use menu in toolbar to change what it snaps to)
- Project Individual Elements allows all the vertices to snap when using proportional editing
- Right click > Subdivide (can adjust smoothness from popup)
Edit mode tools
- Ctrl+r: Loop Cut (adds another "line" of vertices around the shape)
- i: Inset (like loop cuts but for the vertices of a single face)
- e: Extrude
- Alt+e: open Extrude tools menu
- s while extruding along normals - make extrusion even
- extruding duplicates vertices - to move existing vertices, use the Move tool with only those vertices selected
- Spin: extrudes vertices in a circle around the 3D cursor
- after spinning, can adjust center coordinates from popup menu
- Scroll wheel: increase loop count
- right click when moving to cancel and place in middle
- Shift+e: add crease to selected loop
- f: add face between selected edges
- to do the same between edge loops use Bridge Edge Loops (Ctrl+e)
Sculpting
- f: change brush size
- Right click on header > Tool Settings to see brush settings
- Shift+f: change strength
- Ctrl (hold): push in instead of out
Particles
- takes an object or collection and scatters it over the surface of another object (ex. sprinkles on a donut)
- if using a collection, check Use Count to adjust the frequencies of different objects
- checking Whole Collection will treat the collection as if it is one object
- use Emitter for animated particles, Hair for static
- to use an object as the particle, change Render > Render As to Object, and then select the object under Instance Object (same with a collection)
- Render > Scale Randomness will randomly scale, but along all three axes
- check the Advanced box to make rotation & other settings appear
- under Rotation, Randomize adjusts rotation along all three axes, Randomize Phase adjusts rotation along relative X and Y (I think)
- check Emission > Source > Use Modifier Stack to improve results
- to limit the particles to the weight painted area, under Vertex Groups change Density to Group (the name of the vertex group created when you start weight painting)
- disable particle rendering while weight painting to avoid slowdown
Modifiers
- found under the wrench icon in Properties (bottom right)
- applied top to bottom, order matters
- can control visibility of modifiers in different modes
- use Apply in dropdown (next to delete button) to apply the changes to the mesh (good idea to make a copy first)
Available Modifiers:
- Subdivision Surface: non-destructively smooths the surface by subdividing faces
- Solidify: adds thickness (extrudes)
- offset controls direction
- use crease (under Edge Data) to adjust generated shape
- Array: creates arrays of the same object (use multiple Array modifiers for multi-dimensional arrays)
Materials
- Roughness defines how reflective the material is
- Subsurface allows light to enter and bounce around within the object, like skin or icing (need to set the subsurface color)
- Subsurface Radius defines how deeply the light penetrates the object (separate values for R/G/B)
- for the donut icing, set the subsurface color to a bit deeper shade than the base color, and set the Subsurface Radius for the channel matching the icing color to 0.3 and the others to 0.15
- Emission makes a material "glow"
Shading
Ctrl+Shift+Mouse1 on a node: "preview" by connecting to Material Output/Surface
- to randomize base color of a material: Object Info/Random > ColorRamp/Fac (customize gradient as desired), ColorRamp/Color > Principled BDSF/Base Color
- change Gradient Type to Constant (from Linear) to avoid interpolation
- to apply bump mapping: Texture Coordinate/Object > Noise Texture/Vector, Noise Texture/Fac > Displacement/Height, Displacement/Displacement > Material Output/Displacement
- To actually affect the mesh, in Material properties change Settings > Surface > Displacement to Displacement & Bump (change Scale in Displacement node if it looks like a porcupine)
- use a MixRGB node to combine multiple textures (Fac slider controls the "strength" of the second input)
- use Blend type Add with Fac 1.00 to "merge" B&W textures
Texture Paint
- n: bring up brush options & color picker
- can change blend types too
- x: swap colors
- s: sample color
- Alt+s with cursor over texture: save image
- purple is the "missing texture" color
- use a Texture Mask in the brush options to paint with a texture - set the mask type in Texture properties on the right
- in brush options set Mask Mapping to Random to avoid perfectly tiling the texture
- use Shading mode to hook up the texture (as an Image Texture node) to the Base Color (or any other property) of a material
Rendering
- hiding objects from viewport does not disable them in rendering
- use the Cycles rendering engine for path tracing (but much slower and noisier preview than Eevee)
- sun lights do not have any fall off
- light angle affects shadow sharpness (0 = sharp, higher = smoother)
- can adjust exposure in Render Properties tab under Color Management
- change Color Management > View Transform to False Color to check brightness - everything should be gray or green (see https://blender.stackexchange.com/a/195862)
Compositing
- denoising through compositor seems to give better results than using checkbox in Properties