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@pandorasNox
Last active August 24, 2020 17:55
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blender cheat cheet

blender cheat sheet

general

  • move cam - press mouse middle + move mouse

unkown

  • open menu - propotional editing fallof => SHIFT+o

all ?? modes

  • switch view: SHIFT+z => switch views wirefarme & solid
  • SHIT+S opens snap menu (e.g. "select to..." or "cursor to...")

switch modes

  • TAB => switch between object & edit mode
  • using the mode menu
  • SHIFT+r => same as TAB ???

object mode

  • set origin of object - SHIFT+CTRL+ALT+C
  • DELETE => select object (left click) + press x => a popup appears
  • ADD (object/mesh) => SHIT+A

edit mode

  • ??? group selected - CTRL+G
  • ??? select similiar - SHIFT+G
  • SHIFT+W => ??? deforms the object ???
  • duplicate => SHIFT+d
  • ??? delselect ??? => SHIFT+l
  • ??? zoom in / zoom to object ??? => SHIFT+c
  • ??? deform 2nd ??? => SHIFT+v
  • ??? zoom in selection ??? => SHIFT+b

export stl

@pandorasNox
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pandorasNox commented Aug 23, 2020

plan: giving the donut a more realistic rougher surface (using procedural displacements)
source: Part 4, Level 2: Procedural Displacement - Blender Beginner Tutorial


  • ...
    • select donut
    • go to tab "shading"
    • ensure "look dev"(look development) view mode (where you choose e.g. solid, rendered ...)
      • note: uses eevee renderer to preview material; with an HDRi (???)
        • note: as I understand HDRi: images of environments which capture light source related stuff (as well as color stuff etc) but its basically for light shading ?!

  • add procedural texture (same mode as before)
    • add new nodeSHIFT+A => "Texture" => "Noise Texture"
    • to check look of noise texture we can use an add-on
      • enable add-on => "open Menu "Edit" > "Preferences" > "Add-ons" > search for "node" OR "Node Wrangler"
      • enable "Node Wrangler"
    • now we can CRTL+SHIFT+left-click on the new node ("Noise Texture")
      • this will connect the node directly via a preview to the "Material Output" node
        • multiple CRTL+SHIFT+left-click to change channels (Fac / Color)
      • `command+Z to reverse the effect
      • OR CRTL+SHIFT+left-click on main "Principled BSDF" shader node to reverse the effect
    • we want to use the "Fac" (factor) input channel
      • to drive bumpiness and color
      • common way to add free detail
    • add "Texture Coordinate" node
      • connect: (Texture Cooridnate - Object>) => ("Noise Texture" - >Vector)
      • seems "most" appropriated for like procedural textures
    • set ("Noise Texture" - o:scale) to 1500 (or play around with it)
    • info: real bump and fake bump
    • add new nodeSHIFT+A => "Vector" => "Vector Displacement"
    • connect: (Noise Texture - 'Fac>') => ("Vector Displacement" - '>Height')
    • connect: ("Vector Displacement" - 'Displacement') => ("Material Output" - '>Displacement')
    • CRTL+SHIFT+left-click on main "Principled BSDF" shader node
    • we can check in render view mode ?!

  • note: until this point it is "fake bump"
    • it's not changing the edged of the object
    • you could also put the displacement into the '>normal' input of the main "Principled BSDF" shader node
    • also this displacement we are currently working on expects cycles render engine, you won't see certain options in eevee

  • enable/use displacement in material properties
    • go to "Material" properties
    • g to settings
    • change dropdown "Displacements" from "Bump only" to "Displacement and Bump" (only visible when cycles is used)
    • fixup scale in displacement node
      • set ("Vector Displacement" - o:scale) to 0.003
    • note: the look will depend on the number of vertecies the mesh is having => more => more detail (you can add more with subserv mod)

@pandorasNox
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pandorasNox commented Aug 24, 2020

plan: finishing donut, add larger details, add larger bumps
source: Part 5, Level 2: Final Donut - Blender Beginner Tutorial


  • add larger bumps
    • duplicate (Noise Texture) node
    • set (snd)(Noise Texture" - o:scale) to 200
    • merge/mix both (Noise Texture) nodes
      • add "MixRGB" node SHIFT+A => "Color" > "MixRGB"
      • ensure "Fac>" input to connect to "MixRGB" node
      • we can check again with CRTL+SHIFT+left-click on "MixRGB" to preview the effect only
      • note: ("MixRGB" - o:Fac) set to 0 uses 100% of color1; if set to 1 it uses 100% of bottom color
      • change ("MixRGB") blend type (dropdown) from "Mix" to "Add"
        • note: now it's gonna use the "bright" value from one texture and applies it over the values of the other texture (fac to 1 shold be what we want but still liiks fake, mashed together)
          • the top color is always 100% and the bottom color is affected now by the "scale" option

  • we want clear big bumps
    • add ColorRamp between (snd)(Noise Texture) & ("MixRGB")
    • if we only want to have the white values, we can change the black slider & increase the black color amount, we only get the top values
    • make it 50/50 black/white
    • we can e.g. change by (Displacment - o:scale) to .002 to minimze small values ?!
    • switching the (fst)(Noise Texture) to the snd color of ("MixRGB") & (snd)(Noise Texture) to first allows us now via MixRGB sclae to control the small details (how much we want (to pass throug))

  • fixups
    • small detail noise texture to 2000 (scale)

  • making bump influence color/shadow (6:00)
    • add new (snd)("MixRGB") color node
    • connect ("donut_texture_paint" - 'Color>') => (snd)("MixRGB" - '>Color1')
    • connect (fst)("MixRGB" - 'Color>') => (snd)("MixRGB" - '>Fac')
    • (snd)("MixRGB" - '>Fac')
      • changing '>Color2' manually to a e.g. red or brown
      • change dropdown tyhe from "Mix" to "overlay"
      • will effect the bump influence color/shadow of the donut making it look like its burned

  • some tweaks we could do (10:00)
    • sprinkles
      • amount
      • weight map more random
    • icing
      • color
      • subsurface scattering
    • texture painting
      • with another ("MixRGB") node between texture_paint and the new MixRGB node we can add another overlay/Mix to thin out the white amount

  • silly/fun
    • make icing radio active
    • go to "Material" properties and go to emission and play around

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