Brush: This tool works similar to a soft selection. Vertices closest to the center of the brush cursor move more than those at the outer edges.
Delete Polygons: Click individually or drag cursor along polygons to delete them. Hold the CTRL key to delete connected sets of polygons. Delete Edges: Delete edges, edge rings, or edge loops. Split Rings: Split edge rings with a line. Move: Tweak vertices, edges, and faces. Measure: Click to add points. Press ESC to stop measure guide creation. New click will start new guide. Click on lines and points to split lines or drag points.
Measure guides may be used in other tools as visual markers or snapping guides. UV Path: Put path along shortest path under certain criterion between several points. Click to add points or split line, use RMB or double-click to remove points. Use different criterion to adjust path flow. Snap: Snap retopo mesh vertices to the surface.
It helps if you have changed the object's state in the scene and want to re-snap retopo mesh. Scale: Scale selected or entire mesh. Each connective cluster will be transformed separately. Relax: Relax the entire retopo mesh or subset. Import: Import retopo mesh. Export: Export poly mesh. Delete Mesh:. Symmetry: Apply symmetry to the mesh. Unwarp: Fit all islands onto the UV map. Store Selection:. Load Selection:. Clear Selection:. Length of lines corresponds to geometrical length.
It is helpful if you want to cut shape using laser cutter and glue parts together. Expand: Expand the area of selected elements. Contract: Contract the area of selected elements. Cut Edges: Cut Edges into equal segments. User will pre-determine the number of segments along the selected edge s.
Rotate CW: Rotate selected edges clockwise. Rotate CCW: Rotate selected edges counter-clockwise. Extrude: Extrude selected edges. Split: Select several edges, chen click Split. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog.
Podcast Making Agile work for data science. Stack Gives Back Featured on Meta. New post summary designs on greatest hits now, everywhere else eventually. Related 1. Hot Network Questions. Refraction is the change in light direction that occurs at the intersection of two media such as air and water with different refractive indexes. The default value for new materials is 1. The 3D Material Drop tool works much like the traditional Paint Bucket tool, letting you sample and apply materials directly on 3D objects.
In 3D panel, select the 3D Material Drop tool. Move the pointer over the 3D object in the document window. For a visual example of an outlined material, see Outline the selected material or mesh in the document window. When the material you want to select is outlined, click. Material presets let you quickly apply groups of texture settings. The default presets provide various materials like steel, fabric, and wood. To create a preset from the current texture settings, click the pop-up menu icon , and choose New Material.
To rename or delete selected presets, click the pop-up menu icon, and choose Rename or Delete Material. To change the displayed group, click the pop-up menu icon. Click the folder icon next to the texture map type. To match the aspect ratio of an existing texture map, view its dimensions by hovering the mouse pointer over the map name in the Layers panel.
The name of the new texture map is displayed next to the texture map type in the Materials panel. It is also added to the texture list under the 3D layer in the Layers panel. The default name is the texture map type appended to the material name. Click the folder icon next to the texture type. A bump texture map filled with a neutral grayscale value provides more range when painting on the map. Click OK. In the 3D panel, click the folder icon next to Bump. Optional Set Width and Height to match the dimensions of the diffuse texture map for the material.
The bump texture map is created and added to the texture map files listed in the Materials panel. It also appears as a texture in the Layers panel. Click the image icon , and choose Open Texture. The texture map opens as a Smart Object in its own document window. After editing the texture, make the 3D model document window active to see updates to the model.
See 3D texture editing. Click the image icon next to the texture type. If the deleted texture is an external file, you can reload it using the Load Texture command from the texture map menu. For textures that are internally referenced by the 3D file, choose Undo or Step Backward to restore a deleted texture. A texture map is applied to a particular surface area of the model, depending on its UV mapping parameters. You can adjust UV scale and offset if necessary to improve how the texture maps to the model.
Choose a target layer and set UV Scale and Offset values. You can enter values directly or use the scrubby sliders. U and V Scale. U and V Offset. To add a light, click the Create A New Light button , and choose the light type:.
To delete a light, select it from the list at the top of the Lights section. Then click the Delete button at the bottom of the panel. In the Lights section of the 3D panel, select a light from the list. See Save, replace, or add groups of lights.
Choose from the options described in Add or delete individual lights. For image-based lights, specifies a bitmap or 3D file. For dramatic effects, try bit HDR images.
Create Shadows. Casts shadows from foreground surfaces onto background surfaces, from a single mesh onto itself or from one mesh onto another. Disabling this option improves performance slightly. Use Attenuation. Inner and Outer options determine the cone of attenuation and how fast light intensity decreases as distance from objects increases.
When an object is closer than Inner limit, light is full strength. When an object is further than Outer limit, light is at zero strength. At intermediate distances, light attenuates linearly from full strength to zero. Hover the pointer over the Hotspot, Falloff, and Inner and Outer attenuation options.
Red outlines in the icon to the right indicate the affected light element. In the Lights section of the 3D panel, select any of the following:. Rotate tool. Spot, infinite, and image-based lights Rotates light while maintaining its position in 3D space. Point Light at Origin. Move to Current View. To precisely position image-based lights, use the 3D Axis, which wraps the image around a sphere.
See 3D Axis. Light guides provide spatial reference points for your adjustments. These guides reflect the type, angle, and attenuation of each light. Point lights appear as a ball, spot lights as a cone, and infinite lights as a line. Point light B. Spot light C. Infinite light. To store groups of lights for later use, save them as a preset. To include the preset in other projects, either add to or replace the existing lights. From the 3D panel menu , select any of the following:.
Save Lights Preset. Replace Lights. Legal Notices Online Privacy Policy. Buy now. User Guide Cancel. Display the 3D panel. Do one of the following:. Filter the 3D options displayed. Show or hide a 3D mesh or light. Click the eye icon next to the mesh or light entry in the top section of the 3D panel.
Access settings for the 3D scene. Click the Scene button. If not already selected, click the Scene entry at the top of the component list. Access settings for a mesh, material, or light. Expand or collapse materials for a mesh.
Click the triangle to the left of a mesh icon. View the ground plane. The ground plane is a grid that reflects the position of the ground relative to the 3D model. The Toggle icon is enabled only if OpenGL is available on your system. Show or hide light guides.
Outline the selected material or mesh in the document window. Specifies the render preset for the model. To customize options, click Edit. Choose a setting which provides the best display quality while maintaining good performance:.
Best reserved for final output, this option fully renders reflections and shadows. Paint On. View cross sections.
Select Cross Section in the bottom section of the Scenes tab. Choose options for alignment, position, and orientation:. Changes the displayed area of the model to the opposite side of the intersecting plane. Apply different render modes to each cross section. Choose render options for the alternate cross section, and click OK.
0コメント