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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 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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