blender wiki pdf manual english
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Blender Wiki PDF Manual en 20141110TRANSCRIPT
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Blender wiki PDF Manual conversion by Marco Ardito
Details, info, download: http://amrc.altervista.org
Updated: 10/11/2014 from:
http://wiki.blender.org/index.php/Doc:2.6/Manual
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Table of Content
Table of ContentWhat is Blender?Blender is a full-featured tool
Video: From Blender 1.60 to 2.50Version/Revision Milestones
The start !Blender 2.0Blender goes Open SourceA Big LeapBlender 2.5 - The Recode !2.63 - Bmesh - Blender with N-gons2.64 - The Open Source VFX release2.65 - Continuous Improvements2.66 - Dynamic Topology, Rigid Body Simulation2.67 - Freestyle, 3d printing2.68 - Continuous Improvements2.69 - Continuous ImprovementsIRC chat channels
Who uses Blender?Interface
New User InterfaceMulti-screenCustomizable
Animation systemEverything is animatable!Dope sheet and graph editor
New functionsSearch toolFile browser improvements
Python APIWatch this page on video!AudienceLearning CG and Blender
Downloading and installing the binary distributionHardware Support
Developers platformsCompiling the Source
DownloadVersionDistribution releases
InstallationInstalling into /opt or /usr/local
ConfigurationAlt+Mouse Conflict
Compositing Desktop EnvironmentsScreenshot Install
Ubuntu (step by step)Debian (step by step)
General Instructions (text)HintsDrivers for 3D Graphic CardsSoftwareGL ModeCycles RenderingSolving problems
Shortcut ConflictsDesktop EffectsIntel Graphic Cards
Compiling BlenderUseful linksOpening a Terminal Window using Gnome ShellInstalling Missing Blender dependencies with yum
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Determining your Hardware ConfigurationDownloading Blender From the Blender Download WebsiteExecuting Blender after it has been extractedExecuting Blender In Hardware Or Software OpenGL ModeOperating System Keyboard Conflicts & Blender
ALT+Left Mouse ButtonObtaining Snapshot Versions of BlenderEnabling RPM Fusion Repository For FedoraInstalling CUDA Support In Fedora For Blender GPU Cycles Rendering SupportAdding Blender to ApplicationsAdding Blender to your DockDownloadVersion
InstallationWelcome screenLicense agreementInstallation options
Program optionsLocationInstalling
InstalledPortable Install
FreeBSDInputFile PathsSystem
OSXWindowsUnix (Linux/BSD/Solaris)
Path LayoutNotes
User Scripts PathEnvironment VariablesScripts Path & Missing ButtonsSave your work regularly
Interface conceptsThe 3 RulesPowerful interfaceOverviewInput configurationUsage of Mouse Buttons
Conventions in this ManualMouse Button EmulationNumPad EmulationNon English Keyboard
The default sceneThe Info Window (main menu)3D Window View3D Window HeaderButtons (Properties) Window HeaderOutliner WindowTimeline Window
Maximizing a windowSplitting a windowJoining two framesChanging window sizeSwapping contentsOpening new windowsHiding a headerShowing a headerHeader positionWindow type buttonMenus and buttonsWindows XP/Vista/7LinuxMacOSConsole Window Status and Error Messages
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Common messages
Configuring your ScreensAdding a new Screen TypeDeleting a ScreenRearranging a ScreenOverriding DefaultsAdditional Layouts
Scene configurationAdding a new SceneA brief exampleDeleting a Scene
Collapsing MenusInteractionNew MenusOptionsAdding Pie Menus In BlenderOperation ButtonsToggle ButtonsRadio ButtonsNumber Buttons
ExpressionsUnits
Menu ButtonsColor Selector Controls
Eye DropperCascade Buttons
What is rendering?Rendering an image using Full Render - Blender InternalRendering an image using OpenGL RenderAdjusting the resolutionOutput format and output fileSaving your imageRendering an animation using Full Render - Blender InternalRendering an animation using OpenGL RenderShowing Only Rendered ObjectsThe purposes of OpenGL Rendering
Options for Actions (User Level)UndoRedoRedo LastUndo HistoryRepeat LastRepeat HistoryBlender Search
Options for Files (System Level)Save and Auto SaveRecovering Auto SavesOther options
Restoring the Default Scene to Factory SettingsOperating System Screenshots
Windows ScreenshotsMac OSX ScreenshotsGNU/Linux Screenshots
Software ScreenshotsGimp ScreenshotsBlender Window DimensionAddon: 3D View:Screencast Keys
General Web-based Help OptionsProgramming OptionsDiagnostics OptionsLegacy Version SupportSplash Screen
Other Help OptionsBlender SearchTooltipsConfigureSave the new preferencesLoad Factory Settings
View manipulation2D ViewportsManipulator
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MenusNew objectsUndoGrease PencilPlaybackKeyframingTransformSculpt Overlay ColorDuplicate Data
Adding and deleting presetsSelecting presetsSetting presets to defaultExport/Import key configuration
MouseNumpad emulationView manipulationKeymap editor
File PathsScripts Path
Save & LoadAuto SaveGeneralSoundScreencastCompute DeviceOpen GLWindow Draw MethodText Draw OptionsTexturesSequencer/Clip EditorSolid OpenGL lightsColor Picker TypeCustom Weight Paint RangeInternational FontsWarming upBuilding the body
Mirror modellingArms and Legs
Undo/RedoCoincident vertices
The HeadSubSurfaces (Subsurf)Constrained Scaling
Let's see what Gus looks likeCamera setupThe GroundLightsRenderingSaving our work
Materials and TexturesEyes and detail
Flipping a duplicate around the cursorMouthEyes materialRenderingSaving
RiggingSkinning
Vertex groupsPosing
Original positionInverse KinematicsForward Kinematics
Gus walks!DescriptionUsing the File Browser and Folder NavigationSide Panel
SystemBookmarks
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RecentOpen OptionsThe Header PanelOther File Open OptionsSecurity
Protection
DescriptionSavingSave Options
Compress FileRemap RelativeSave CopyTip for Save IncrementsCollada (.dae)Motion Capture (.bvh)Scalable Vector GraphicsStanford (.ply)Stl (.stl)3d studio (.3ds)Autodesk FBX (.fbx)Wavefront (.obj)X3D Extensible 3D (.x3d)The Collada ExporterOperator PresetsExport Data Options
Apply ModifiersSelection OnlyInclude ChildrenInclude ArmaturesInclude Shape keys
Texture OptionsOnly Active UV layerInclude TexturesCopy
Armature OptionsDeform Bones OnlyExport for Second Life
Collada OptionsTriangulateUse Object InstancesTransformation TypeSort by Object Name
The Collada ImporterTechnical details
MeshImportExport
LightImportExport
Material & EffectExport
AnimationExport&Import
NodesImportant things to rememberCollada (.dae)Motion Capture (.bvh)Stanford (.ply)Stl (.stl)Autodesk 3DS Max (.3ds)Autodesk FBX (.fbx)Wavefront (.obj)X3D Extensible 3D (.x3d)Image Formats
High Dynamic Range GraphicsOthers Formats
Movie FormatsColor ModesColor Depths
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ReferenceRender OutputMulti-layer, Multi-pass, tile-based files
Radiance HDROutliner and OOPS SchematicUsers (Sharing)
Fake UserCopying and Linking Objects Between ScenesAppending or Linking Across Files
Proxy ObjectsPack and Unpack Data
Unpack DataCopying and Linking Datablocks
Copying and Linking Object DatablocksCopying and Linking other Datablocks
Unlinked DatablocksPlanning Your Timeline
Loading the UI with File OpenWorking with Scenes
Adding a SceneNaming a SceneLinking to a SceneRemoving a scene from the fileDescription
Outliner view
Selecting the outliner window typeUsing the Outliner
Selecting and activatingToggling object-level restrictionsSearchingFiltering the displayExampleGeneral Procedure
Folder and File OrganizationAppending library objects into your current project
Reusing Objects (Meshes, Curves, Cameras, Lights, )Reusing Material/Texture SettingsReusing Node LayoutsProxy ObjectsArmatures and Multiple instances
3D Window HeaderView MenuSelect MenuObject MenuMode ListViewPort Shading ListPivot Point SelectorTransform (Manipulator) SelectorsLayer SelectorLock to SceneSnap to MeshRender Buttons
Perspective and Orthographic ViewsDescriptionOptionsTechnical Details
Perspective definitionOrthographic definition
Rotating the ViewDescriptionOptions
TrackBall/Turntable
Panning the ViewDescription
Zooming the View
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DescriptionZoom Border
Dolly the ViewDescription
Aligning the ViewAlign View
Local and Global ViewQuad ViewView Clipping Border
DescriptionExample
View NavigationDescriptionDescription
View Properties PanelDescriptionViewItemDisplay
Background ImageSettings
ShortcutsWalk mode
DescriptionOptions
Fly modeDescription
OptionsRender Border
Working with LayersViewing layersLocking to the sceneMultiple LayersMoving objects between layersExample of object layer arrangementDescriptionExamplesBasic transformationsAdvanced TransformationsTransform Control3D View
Transform WidgetShortcuts in the 3D ViewControling Grab/Move Precision
OrientationsOther Editor WindowsPython ScriptingHintsDescriptionUsage
Rotation using the keyboard shortcutConstraining the rotation axis (axis locking)Fine Tuning The Rotation
Rotation with the 3D Transform ManipulatorRotation with the Properties Panel
DescriptionUsage
Scaling using the keyboard shortcutConstraining the scaling axis (axis locking)Fine Tuning The Scaling
Scaling with the 3D Transform ManipulatorScaling with the Properties Panel
DescriptionUsage
DescriptionUsage
DescriptionUsage
Usage
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Cursor position and viewExampleDescription
UsageOptionsTransformation AmountTransformation OrientationTransformation CenterTransformation SnappingDescriptionUsage
With hotkeysWith the Transform Manipulator
Holding CTRLGrab/move transformationsRotation transformationsScale transformations
Holding SHIFTHolding CTRL and SHIFT
Grab/move transformationsRotation transformationsScale transformations
TranslationRotationScalingNumeric input via the Properties shelf
Transform Properties PanelOptions in Object modeTransform Properties LockingDescriptionClear Options
Apply Object transformationsApply Options
Manipulator controlsManipulator PreferencesChoosing the Transform Orientation
Our Demo CubeOrientations
GlobalLocalNormalGimbalView
Custom OrientationsDescription
UsageAxis locking types
Axis lockingPlane lockingAxis locking modes
Pivot Point selectorIn Object modeIn Edit mode
Single selectionMultiple selection
In Object modeIn Edit modePositioning the 3D cursor
Direct placement with the mouseUsing the Snap menuNumeric input
In Object ModeIn Edit ModeIn Object modeIn Edit modeSnapTransform Snapping
Snapping ModesSnap ElementSnap Target
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Additional snap optionsSnapTransform Snapping
Snapping ModesSnap ElementSnap Target
Additional snap optionsMultiple Snap Targets
Object modeEdit mode
InfluenceOptionsExamples
DrawingSketching Sessions
Shared Grease Pencil SettingsDrawing SettingsSensitivity When DrawingAdditional Notes For Tablet Users
Animation of the SketchesOnion SkinningAdjusting Timing of SketchesCopying SketchesGeneral Options
TimingExampleUsageShortcuts
Types of ObjectsObject Centers
Moving Object CentersErase ObjectsJoin ObjectsSelections and the Active ObjectPoint SelectionRectangular or Border Select
DescriptionExampleHints
Lasso SelectDescriptionUsage
Circle SelectDescription
Menu SelectionSelect Grouped
DescriptionOptions
Select linkedDescriptionOptions
Select All by TypeDescriptionOptions
Select All by LayerDescriptionOptions
Other Menu OptionsObject Mode
Creation and deletionAddDuplicateJoinDelete
Transformation toolsTranslateRotate
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ScaleParenting objects
Object ParentObject (Keep Transform) ParentArmature Deform ParentArmature Deform Parenting - Example Of UseArmature Deform Parent With Empty GroupsArmature Deform With Automatic WeightsArmature Deform With Envelope WeightsBone ParentBone Parenting - Example Of Use
Bone Relative ParentingVertex Parent
Vertex Parent from Edit ModeVertex Parent from Object Mode
OptionsMove childRemove relationship/Clear Parent
Parenting ExampleHints
Separating ObjectsOptions
Grouping objectsOptionsSelect GroupedDescriptionExamples
Linked DuplicatesDescriptionExamples
Procedural DuplicationLinked Library DuplicationHints
DupliVerts as an Arranging ToolSetupRearrangingOrientation
DupliVerts as a Modeling ToolSee alsoBasic usageScaleLimitations / ConsiderationsBasic UsageDupliGroup and Dynamic Linking
ExampleMaking a DupliGroup Object RealExamples
External linksDescription
Types of TrackingTrack To ConstraintLocked Track ConstraintDamped Track ConstraintOld Track
HintsInvalid Tracking or settingsEntering Edit ModeVisualizationTool ShelfProperties Shelf
Mesh DisplayVerticesEdgesFaces
LoopsEdge LoopsFace Loops
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PlaneCubeCircleUV SphereIcosphereCylinderConeTorusGridMonkeyAdd-ons
OverhangThicknessIntersectionsDistortionSharp Edges
Selection ModesSelect Mode Header WidgetsSelect Mode Pop-upSwitching select mode
Selection ToolsSelect Modes
Select Mode popupSelect Mode header widgets
Selected elements after switching select modeAdding to a SelectionSelecting Elements in a Region
Rectangular region (Border select)Circular regionLasso region
Additional Selection ToolsSelect SimilarSelecting Loops
Edge Loops and Vertex LoopsFace LoopsEdge RingPath SelectionLoop Inner-RegionBoundary Loop
Edge LoopsEdge Rings[edit] Face Loops[edit] Ngons in Face Select Mode
Types of ToolsAccessing Mesh Tools
Mesh Tools PaletteMenusDeleteDissolveConvert Triangles to QuadsUnsubdivideMerging
Merging VerticesAutoMerge EditingRemove Doubles
Further Reading
X-MirrorTopology MirrorMirror ModifierSnap to SymmetrySymmetrize MeshMirroring Geometry
MergingMerging VerticesAutoMerge EditingRemove Doubles
SeparatingRip
ExamplesLimitations
Rip Fill
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SplitSeparate
Vertex ConnectVertex SlideSmoothMake Vertex ParentAdd HookBlend From Shape, Propagate ShapesSet Edge Attributes
Mark Seam and Clear SeamMark Sharp and Clear SharpAdjust Bevel WeightCrease SubSurf
Edge SlideUsage
Even modeLimitations & Workarounds
Rotate EdgeUsing Face Selection
Delete Edge LoopExample
CollapseEdge SplitBridge Edge LoopsCreating Faces
Make Edge/FaceFillBeauty FillGrid FillConvert Quads to TrianglesConvert Triangles to Quads
SolidifyRotate EdgesNormals
Flip DirectionRecalculate NormalsPush/PullWarp
ExampleShearTo Sphere
ExampleAxis of symmetryPivot pointTransformation orientationLaplacian SmoothExtrude RegionExtrude IndividualExtrude Edges and Vertices OnlyOptions
ExampleAngleDupliMerge DuplicatesRecalculate NormalsIntroductionDescriptionUsageLimitationsOptionsExamples
The Spring exampleClockwise and Counterclockwise using the Spring ExampleBending the Profiles using the Spring Example
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Creating perfect Screw SpindlesA Screw Tip
Screw Tool - Evolution since 2.5xOptionsExamples
One EdgeTwo Tri EdgesTwo Opposite Quad EdgesTwo Adjacent Quad EdgesThree EdgesTriQuad/Four EdgesMulticut
UsageOptionsUsageOptionsConfirming and selectionLimitationsOptimizations
Knife ProjectExamplesKnown IssuesBevel ModifierUsageOptionsExamplesSort ElementsMesh SnappingShrinkwrap Modifier
Sculpt ModeSculpt BrushesSculpting with the Multires ModifierSculpt Properties Panel
Brush MenuStroke MenuCurve MenuTexture MenuSymmetry MenuOptions MenuAppearance MenuTool Menu
Hiding and Revealing MeshKeyboard Shortcuts
Typical usage scenarios for Vertex groupsCreating Vertex Groups
Group NameActive Group
Deleting vertex GroupsLocking Vertex GroupsWorking with Content of Vertex Groups
Assigning verts to a GroupChecking assignmentsRemoving assignments from a GroupUsing groups for Selecting/DeselectingFinding ungrouped vertsKeyboard Shortcuts
Vertex Group ManagementHints
Vertex Group CategoriesThe Deform GroupsThe Other Groups
The Weight TableSet the Active GroupDisplay Weights in Edit ModeEdit Weights in Edit ModeChange a weightPaste a weight to other vertsDelete a weight from a Group
The Function barAbout locked Vertex Groups
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Weight Paint ModeThe weighting Color Code
BrushesThe main brush propertiesNormalize OptionsThe Brush stroke definitionThe brush Falloff curveThe brush appearanceBrush presetsCustomizing brush color space
Selection MaskingDetails about selectingVertex Selection MaskingFace Selection Masking
Hide/Unhide FacesHide/Unhide VerticesThe Clipping Border
Weight Paint OptionsWeight Paint ToolsWeight Painting for BonesWeight Painting for Particles
The Subset OptionNormalize All
Operator parametersNormalize
Operator parametersMirror
Operator parametersInvert
Operator parametersClean
Operator parametersLevels
Operator parametersBlend
Operator parametersTransfer Weights
Prepare the copyCall the tool
Redo Panel ConfusionWorkaroundOperator parameters
Limit totalOperator parameters
Weight Gradient (wip)Operator parametersSmooth shading
Smoothing parts of a meshAuto SmoothEdge Split ModifierSmoothing the mesh geometry
Mesh editing toolsModifiers
Fill HolesSplit Non-Planar FacesDelete Loose GeometryDegenerate Dissolve
TutorialsCurve PrimitivesBezier Curves
Editing Bezier CurvesCurve Properties
ShapeGeometryPath AnimationActive Spline
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Non-Uniform Rational B-Splines (NURBS)Editing NURBS CurvesActive Spline
PathSelect MenuEvery NthSelect/Deselect First/LastSelect Next/PreviousMore and LessCurve Display
Display OptionsHiding Elements
Basic Curve Editing (translation, rotation, scale)SnappingDeforming Tools
SmoothingMirrorSet Bzier Handle TypeExtending CurvesSubdivisionDuplicationJoining Curve SegmentsSeparating CurvesDeleting ElementsOpening and Closing a CurveSwitch DirectionConverting Tools
Converting Curve TypeConvert Curve to MeshConvert Mesh to Curve
Curve ParentingHooksSet Goal WeightInterfaceExample
Curve ExtrusionExtrusion
Simple ExtrusionAdvanced ExtrusionExamples
Finding Surface ToolsVisualizationSurface Structure
Control Points, Rows and GridSurface ResolutionClosed and Open SurfacesKnotsOrderWeight
Preset WeightsPrimitives
Select MenuEvery NthControl Point RowMore and Less
Surface EditingBasic Surface Editing (translation, rotation, scale)Advanced Transform ToolsNURBS Control Points SettingsAdding or Extruding
ExamplesOpening or Closing a SurfaceDuplicationDeleting Elements
ExampleJoining or Merging Surfaces
ExamplesSubdivisionSpin
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Switch DirectionOther Specials OptionsConversionRetopologyMisc EditingNotes
Editing TextInserting Text
Special CharactersConvert text to text object3D Mesh
Text SelectionFormatting Text
FontsLoading and Changing FontsSize and ShearObjects as FontsText on CurveUnderlineCharacterSetting Case
ParagraphAlignSpacingOffset
ShapeResolutionFillTextures
GeometryText Boxes
Frame sizeAdding/Deleting a FrameExample: Text FlowExample: Multiple columns
Assigning MaterialsPrimitives
VisualizationMeta Ball Options
ResolutionThreshold (Influence)Update
Meta StructureTechnical DetailsUnderlying StructureMeta ShapeStiffnessNegative InfluenceHiding ElementsDeleting ElementsConversion
Object FamiliesExamplesHints
SettingsUsage and functions
VisualizationModifyGenerateDeformSimulate
InterfaceStack
DescriptionOptionsHintsOptions
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UsageGeneralPerspective Cameras
OptionsUsageDescriptionCommon Settings
Viewing Modified WeightsVertex Weight Edit Modifier
OptionsVertex Weight Mix Modifier
OptionsVertex Weight Proximity Modifier
OptionsExamples
Using Distance from a Target ObjectUsing Distance from a Target Objects GeometryUsing a Texture and the Mapping Curve
See AlsoDescriptionOptionsHints
Offset CalculationExamples
MechanicalFractalOrganic
TutorialsOptions
WidthSegmentsOnly VerticesLimit Method
IntroductionDescriptionUsageOptions
OperationsMaterials
UV MappingsOther ModifiersAnimationConcurrent Operations
HintsFace Normals
Tip for Fixing Mixed NormalsEmpty or Duplicated FacesOpen VolumesHistoryUseful LinksOptionsDescriptionOptionsExamples
Simple planeDecimated cylinder
DescriptionOptionsExamplesDescriptionOptionsDescriptionOptionsHints
Using Mirror modifier with Subdivision Surface modifierAligning for Mirror
OptionsDescription
UsageModeOctree Depth and ScaleDisconnected PiecesSharpness
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Demo VideosDescriptionOptionsOptionsExample
External linksDescriptionOptionsHintsMultiResolution ModifierOptionsOrder of the Modifier StackControl
Weighted CreasesEdge LoopsCombination
Limitations & WorkaroundsPerformance ConsiderationsDescriptionOptionsDescriptionOptionsHintsDescriptionOptionsOptionsExampleOptionsExampleDescriptionOptions
See alsoDescriptionOptionsHintsDescriptionOptionsHintsExamplesSee AlsoDescriptionOptionsHintsExamplesHistorySee AlsoOptionsMethodHintsExample/Tutorial(s)Particles and LatticesDescriptionOptionsHintsSee AlsoDescriptionOptionsDescriptionOptionsDescriptionOptionsOptionsDescriptionOptionsTechnical Details and HintsDescriptionWorkflow
Creating Cloth Simulations
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Cloth PanelMaterialDampingPinning
CollisionsCollision Settings
Self-collisionsShared LayersMesh Objects CollideCloth - Object collisionsMesh Object Modifier Stack
Cloth CacheBake CollisionEditing the cached simulation=
TroubleshootingExamples
Using Simulation to Shape/Sculpt a MeshSmoothing of ClothCloth on armatureCloth with animated vertex groupsCloth with Dynamic PaintUsing Cloth for SoftbodiesCloth with Wind
OptionsSoft Body and Cloth InteractionForce Field InteractionExamplesHintsActivating the modifierTypesSee alsoStacking Order ImportanceOptionsDescriptionWorkflowMore about the simulationSimulation Internals
Ocean ModifierDescriptionGeometry OptionsSimulator OptionsWave OptionsSim Data Generation OptionsBaking
Data FilesBaking Foam
Baking OptionsHistory
OptionsCreationDisplayUsing Paths
See AlsoWorkflowCreating a Particle System
Types of Particle systemsCommon Options
LinksDevelopment notesInner workingUser workflowTypical scenarios for using Soft BodiesCreating a Soft BodySimulation QualityCache and BakeInteraction in real time
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TipsLinksViewing RestrictionsGlobal InfluencesLighting SettingsLighting in the WorkflowOverriding Materials to Reset LightingObject DataPreviewLampDescriptionFalloff types
Lin/Quad WeightedLinearQuadraticMixing Linear and QuadZeroing both Linear and QuadGraphical Summary
Custom CurveInverse SquareInverse LinearConstant
SphereExamples
DistanceInverse SquareSphere
HintsOptionsLighting Groups
MaterialsRender Layers
See AlsoLamps: Ray-traced ShadowsLamps: Buffered ShadowsSee Also
What is Quasi-Monte Carlo?Example
See alsoLamp OptionsShadowsLamp optionsShadowsSpot ShapeShadow Buffer Types
Classical and Classic-HalfwayIrregularDeep generation method
Common optionsHintsSee AlsoLamp optionsShadowsArea ShapeShadow SamplesSample Generator TypesTechnical DetailsHintsOptionsLamp optionsSky & AtmosphereShadow
OptionsSkyAtmosphere
ExamplesSkyAtmosphere
Hints and limitationsEnvironment or Ambient Only
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Single RigTwo-Point RigThree-Point Rigs
Studio rigStandard Rig
Four-point RigTroubleshootingOptions
GatherRaytraceApproximate
Common SettingsTechnical DetailsHintsOptions
ApproximateDescriptionOptionsExamplesHintsHow Materials WorkUsing MaterialsCreating a new Material
New Material Panel ButtonsReusing Existing MaterialsDeleting a MaterialMaterial Properties
OptionsExamples
Common OptionsTechnical DetailsLambertOren-Nayar
OptionsToon
OptionsMinnaert
OptionsFresnel
OptionsCommon Options
Technical DetailsCookTorr
OptionsPhong
OptionsBlinn
OptionsToon
OptionsWardIso
OptionsOptions
ColorbandsOptions
Common OptionsMaskZ BufferRaytraced TransparencyOptionsExamples
Index of RefractionFresnelDepth
HintsTransparent shadowsIOR values for Common Materials
OptionsExamples
Fresnel
How it worksEnabling Subsurface Scattering
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OptionsDeveloping your own SSS material
The Traditional Approach=A more intuitive approachExamples
SkinSee alsoStrands ShadingTexturing along the StrandStrand render SimplificationOptions
Shadow Receiving Object MaterialShadow Casting Object MaterialBuffered Shadow Options
Nodes ConceptsNodesNoodlesNode Groups
Accessing The Node EditorEnabling Node Materials in the Material Buttons
External LinksAccessing The Node EditorActivating NodesNode Editor Window ActionsNode Editor Header
At a glanceMenus
View, Select and AddNode
ButtonsMaterial/Composite/Texture SelectorUse Nodes ButtonUse Pinned ButtonGo to Parent ButtonSnap ButtonCopy Nodes ButtonPaste Nodes Button
Layout NodesCollapsing togglesSizing the nodeSocketsCurves
RGB CurvesSelecting curve pointsEditing curvesEditing the viewSpecial tools
Adding NodesArranging NodesConnecting nodesDisconnecting nodesDuplicating a nodeGrouping NodesEditing Node GroupsUngrouping NodesAppending Node GroupsMaterial Node
OutputInputControlsUsing the Material Node with Specularity
Extended Material NodeInputOutput
Camera Data NodeLamp Data NodeValue NodeRGB NodeMaterial Node "Texture"
InputOutputs
Geometry NodeGeometry Node Example using a UV image
MixRGB
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InputsOutputsControls
RGB CurvesInputsOutputsControls
InvertInputsOutputs
Hue Saturation ValueInputsOutputs
Normal NodeInputsOutputsControls
Mapping NodeInputsOutputsControls
Vector CurvesInputsOutputsControls
ColorRamp NodeInputsOutputsControls
RGB to BW NodeInputsOutputs
Math NodeInputsOutputsControls
Vector Math NodeInputsOutputsControls
Squeeze Value NodeInputsOutputs
Separate RGB NodeInputsOutputs
Combine RGB NodeInputsOutputs
Separate HSV NodeInputsOutputs
Combine HSV NodeInputsOutputs
SettingsBrushTexture
StrokeCurve
OptionsOverlayAppearanceOptions
OptionsDensityShading
AsymmetryTransmissionEmissionReflection
Hints
LightingTransparency
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806807808808809810811812814815816817817
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IntegrationOptions
ExamplesOptions
Halo PanelFlare Panel
Lens Flares
Halo TexturingExamples
Dotmatrix displayMaterial TexturesWorld Textures
DescriptionBrush TexturesChoosing the Texture contextChoosing the Texture data typeTextures SlotsCreating a new Texture Datablock in a new Texture SlotCreating a new Texture Datablock in a non-empty slotSharing a Texture Datablock in a non-empty slotTextures StackTexture DatablockTexture TypePreviewColorsMappingInfluenceHeader BarProperties Panel
Display OptionsNavigating in UV SpaceCommon options
Noise BasisNabla
HintsOptionsOptionsTechnical DetailsOptionsOptionsOptionsOptionsOptionsOptionsTechnical DetailsOptionsTechnical Details
About Image Based TexturingWorkflowUsing Images and Materials
Creating an Image TextureExamples
Layering UV TexturesMix and Match MaterialsUsing Alpha Transparency
UV Textures vs. Procedural TexturesSettings
ImageImage SamplingImage MappingOptions
ImageNodes Concepts
NodesNoodlesNode Groups
Using Texture NodesUsing Multiple Outputs
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See alsoAccessing The Node EditorActivating NodesNode Editor Window ActionsNode Editor Header
At a glanceMenus
View, Select and AddNode
ButtonsMaterial/Composite/Texture SelectorUse Nodes ButtonUse Pinned ButtonGo to Parent ButtonSnap ButtonCopy Nodes ButtonPaste Nodes Button
Layout NodesCollapsing togglesSizing the nodeSocketsCurves
RGB CurvesSelecting curve pointsEditing curvesEditing the viewSpecial tools
Adding NodesArranging NodesConnecting nodesDisconnecting nodesDuplicating a nodeGrouping NodesEditing Node GroupsUngrouping NodesAppending Node GroupsTimeCoordinatesTexture NodeImage NodeOutput
ControlsInputs
ViewerInputs
MixRGB CurvesInvertHue Saturation ValueCombine and Separate RGBCheckerBricksCommon OptionsVoronoiBlendMagicMarbleCloudsWoodMusgraveNoiseStucciDistorted NoiseMathColorRamp NodeRGB to BW NodeValue to NormalDistanceRotateTranslateScaleAt
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SettingsOptions
Point DensityTurbulence
OptionsOcean panel
Getting StartedTexture PreviewBrushes Settings
BrushTypes of brushes
TextureStrokeCurve
Paint optionsOverlayAppearance
SavingUsing an External Image EditorGetting StartedHintsCoordinatesProjectionInheriting coordinates from the parent objectCoordinate Offset, Scaling and TransformationOptions
Environment Map SamplingExamplesLimitations
UVs ExplainedCartography ExampleHalf-Sphere Example
The UV EditorAdvantages of UVs
Header BarProperties Panel
Display OptionsNavigating in UV Space
About UVsGetting Started
WorkflowMapping TypesBasic Mapping
CubeCylinder and SphereProject From ViewResetting UVs
Advanced MappingUnwrapping Using Seams
Marking SeamsUnwrap
Smart UV ProjectLightmapFollow Active Quads
Transferring UV MapsWorkflow
Multiple UV MapsUV Textures ListSelecting UVs
Selection ModesTransforming UVs
Axis LockingPivot PointsProportional EditingSnapping
Weld and AlignMirrorStitch
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902902904904904904904904904904904904904904904904904904906906907907907
908908908
909909910
912912
912914914914914915915916916
916917918918918920
Minimize StretchReverse and Rotate UVsPinningOptimizing the UV Layout
Combining UV MapsAverage Island ScalePacking IslandsConstraining to Image BoundsIteration and Refinement
Refining the LayoutReusing Textures
Exporting UV Layout ImageApplying Textures to UVs
Use UV CoordinatesFace Textures
Loading and Saving ImagesReplacing the active ImageNew ImagesUsing the Test GridImage SettingsSaving Images
Modifying your Image TexturePacking Images inside the Blend fileSurface and Wire materials
DiffuseSpecularShadingGeometryOther Controls
Volume materialsHalo materials
Linear LightSoft LightColorValueSaturationHueOverlayLightenDarkenDifferenceDivideScreenSubtractMultiplyAddMixDescriptionWorkflowDescriptionOptionsHints
OptionsTexture coordinatesInfluence
OptionsTexture CoordinatesInfluence
DescriptionOptions
TexturesDescriptionOptionTransparencyExamplesDescriptionOptionsArmatures
EditingSkinningPosingYour first armatureThe armature objectArmature chapter overviewSkeleton panel (all modes)
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921922922922922922923923924925925925
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928928929
930930930
930930
930932932
934934934
934935
937937937938939940
940940941
941942942942943943944
944945945946946
946947948948948
950950951
Display panel (all modes)Bone groups panel (pose mode)Pose Library panel (Pose mode)Ghost panel (all modes)iTaSC parameters panel (all modes)Motion Paths panel (Pose mode)Custom Properties panel (all modes)
Bone Panels OverviewRelations panel (edit mode)Display panel (object mode)Deform panel (all modes)Custom Properties panel (all modes)Transform panel (edit and pose mode)Transform Locks panel (pose mode)Inverse Kinematics panel (pose mode)Bones VisualizationBones propertiesBones RigidityBones influence
Display PanelBone types
Octahedral boneStick boneB-Bone boneEnvelope bone
AttributesShaped Bones
Attributes
Armature LayersShowing/hiding bone layersProtected Layers
Bone LayersMoving bones between layers
Hiding BonesChains of Bones
Editing Bones RelationshipsSelecting bones' ends
Inverse selectionSelecting connected bones' ends
Selecting BonesDeselecting connected bones
Adding BonesAdd MenuExtrusionMouse ClicksFill between jointsDuplication
Deleting BonesStandard deletionMerge
Subdividing BonesLocking BonesX-Axis Mirror EditingSeparating Bones in a new ArmatureTransforming Bones
Scaling Specificities in B-Bone and Envelope visualizationScaling Specificities in Envelope Visualization
Bone DirectionBone RollDeform properties for bone
Deform settings with bone envelope visualizationBone rigidity settings
Chain Relations EditingNaming Bones
Naming ConventionsBone name flippingAuto bone naming
Drawing ChainsStraight SegmentsFree Segments
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964965968968969969969969970972972972974974974974975976976976976976
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979979979980
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Selecting StrokesDeletingModifying StrokesGestures
CutDeleteReverse
Converting to BonesFixedAdaptativeLengthRetarget
Using Bone SketchingRoll methodsAutonaming settings
Object parenting to armatureObject Parenting to Whole Armatures by Default MethodTuning Bone Influences on Parts of GeometryParenting to Whole Armatures with Armature modifierCommon OptionsBone Deform Options
EnvelopeCurved Bone
Vertex GroupsSee AlsoPosing Section OverviewSee AlsoColors
Coloring from Bone StateColoring from Bone Group
GhostsMotion PathsSelecting BonesBasic PosingAuto IKRest PoseIn-BetweensCopy/Paste PoseEffects of Bones RelationshipsIntroPose Library PanelEditingAutomatic IKIK ContraintsArmature IK PanelBone IK PanelArm Rig ExampleBasic SetupSettings and Controls
Roll ControlOffset ControlsThickness Controls
Tips for Nice SetupsUse of Constraints
Constraining bonesAvailable Constraints
Motion TrackingTransform ConstraintsTracking ConstraintsRelationship Constraints
Constraints HeaderConstraints Settings
The targetThe Constraint Space (Space)
InfluenceAdding/Removing a ConstraintOptionsOptionsOptionsDescriptionOptions
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101010111011101410151015
1015101510151016
101710171017
10171018101810181019
101910211021
10211022
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1024102410241025
10251025
OptionsDescriptionOptionsDescriptionOptionsDescriptionOptionsDescriptionOptionsDescriptionOptionsDescriptionOptionsDescriptionOptionSee alsoOptionsOptionsOptionsOptionsOptionsOptions
See alsoOptionsDescriptionOptionsOptionsNotesOptionsTipsTechnical NoteExamplesDescriptionOptionsOptionsDescriptionOptionsExample
See alsoDescriptionOptionsOptionsIntroductionAnimation features and tools overview
Animation BasicsAnimation EditorsCategoriesAnimation Techniques and Deformations
ActionsF-Curve InterpolationBasic Animation
Insert KeyframesAuto KeyframeKeying SetsPropertiesEditing
Working with ActionsDriversDrivers Panel
Driver SettingsDriver Variables
WorkflowAdding DriversTransform Driver
ExamplesDriver Expression
Orbit a pointDriver Namespace
Shape Key DriverDrivers And Multiple Relative Shape Keys
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1032103210321032103210321032
1033103410351035
1035
1037103710371037
10371037
103810381038103810391039
10391040104010401040
10411042
1042104210431043
104310431043
10441045
104510451045104610471047
104710481048
10481049
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TroubleshootingScripted ExpressionRotational Properties are RadiansIntra-armature Bone Drivers Can Misbehave
See AlsoLinksKeying Set PanelActive Keying Set PanelAdding PropertiesSee AlsoTimeline MarkersPose markersVisualization
Standard3D ViewPose Markers
Creating and Editing MarkersCreating Timeline MarkersSelecting MarkersNaming MarkersMoving MarkersDuplicating MarkersDeleting Markers
Using Timeline Markers for switching Multiple CamerasSynchronization timing keyframes with markersKeyframe VisualizationMotion Paths
Options
Timeline ElementsTime CursorKeyframesMarkers
Adjusting the ViewTimeline Area
Timeline HeaderView MenuMarker MenuFrame MenuPlayback MenuHeader Controls
I Range ControlII Frame ControlIII Player ControlIV Synchronize PlaybackV Keyframe Control
User PreferencesCurve Editor Area
Navigation2D CursorView AxesMarkers
HeaderMenusHeader Controls
Channels RegionChannel Editing
Properties RegionView Properties PanelActive F-Curve PanelActive Keyframe PanelDrivers PanelModifiers Panel
See AlsoThe concept of InterpolationSettings
Interpolation ModeAdditional interpolation modes
ExtrapolationHandle Types
Direction of timeAdding a ModifierCommon Interface
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105710571057105710571058
105810581059105910591059
105910591060106110611061
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106310641064
1065106610671067106710681069106910701070107110721072
107210741074
1074107410751075107510751075
1075107610761077
10771077
107710771078107810781079
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Types of ModifiersGeneratorBuilt-in FunctionEnvelopeCyclesNoisePythonLimitsStepped Interpolation
Basic ToolsTransformationsSelectionEditingCurves and KeyframesView Tools
More ToolsTransform SnappingMirrorClean KeyframesSmoothingSampling and Baking Keyframes
Header MenusView MenuSelect MenuMarker MenuChannel MenuKey Menu
Dope Sheet ModesInterface
HeaderEdit AreaChannel Region
Keyframe TypeInterfaceAction DatablocksInterfaceUsing Action EditorWorking with poses in the Action EditorInterfaceUsing Shape Key EditorInterfaceUsing Grease Pencil mode of Dope Sheet EditorInterfaceInterfaceTracks
Initial SetupTrack ControlsCreating and deleting tracks
StripsStrip TypesCreating Strips
Creating Action StripsCreating Transition StripsGrouping and ungrouping Strips into/from Meta StripsDeleting Strips
Editing StripsStrip orderingBasic Editing
Spliting StripsRe-Instancing and duplicating Strips
Strip PropertiesAnimation DataActive TrackActive StripAction ClipEvaluationModifiers
BasicsAnimation TechniquesCommon animating ways
Pose-to-pose animation methodAnimation PrinciplesAnimating basic object transforms
Common algorithm animatingAnimating other object propertiesControlling Animation with Constraints
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10931093109410941095109610961096
10961097
1097109810981099110011001101
110111011101
1103110311031104
11051106
11071107110711071107110811081108
110811081108
1110111111121113111611171118
11181118
111911191119111911191120112011201120
11211122112311231123
11231124112511251125
ExampleAnimating Constraints InfluenceParenting MethodThe Follow Path ConstraintThe Clamp To ConstraintIntroductionShape Keys Panel
Relative Shape KeysAbsolute Shape Keys
Workflow For Relative Shape KeysWorkflow For Absolute Shape KeysMore Details On Absolute Shape KeysShape Key OperatorsSee AlsoCreating Shape KeysSelecting Shape KeysEditing Shape Keys
Editing ShapeEditing Shape Properties
Deleting Shape KeysMutingPinningAnimating Relative Shape KeysAnimating Absolute Shape KeysUsing Pose markers with Shape Keys animatingA Face Animation With Relative Shape Keys
ModelingCreating Shape KeysAnimating
A Growing Flower Animation With Absolute Shape KeysModelingCreating Shape KeysAnimating
Animating with Lattice ExampleImplications for Camera Tracking
Basic Bones AnimationQuaternions and RotationsActions and NLAPose Markers
VisualizationAdding Pose MarkersEditing Pose MarkersUsing Pose Markers
Indirect Bones AnimationInverse KinematicsConstraints
See alsoExampleExampleExampleGravityCreating a Force FieldCommon Field Settings
FalloffField Types
ForceWindVortexMagneticHarmonicChargeLennard-JonesTexture field
ExamplesCurve GuideBoidTurbulenceDragSmoke Flow
LinksOptions
Soft Body and Cloth InteractionForce Field InteractionExamples
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11401140
11401140114111411141114211421142114511451146114611461146
114611461146114711471147
11471148114811481148
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HintsWorkflowCreating a Particle System
Types of Particle systemsCommon Options
LinksOptions
Emission LocationDistribution Settings
VelocityEmitter GeometryEmitter Object
RotationCommon Physics Settings
No PhysicsField WeightsForce Fields
ForcesCollisionIntegrationSetupKeysTiming
PhysicsBattleAllianceDeflectors and Effectors
Boid BrainRule Evaluation
SettingsFluid PropertiesAdvancedSprings
Viewport DisplayColor
Render SettingsNoneHaloLinePathObjectGroupBillboardCachingBakingGrowingStylingAnimatingRendering
OptionsEmissionHair DynamicsDisplayChildrenRender
UsageSettings
MaterialDampingQuality
SettingsEffectsRoughness
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11731173117411741174
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1176117711771177117711771177117711771179
KinkExamplesWays to use Particle Mode
Using Particle ModeSelecting Points
Moving keypoints or particlesMirroring particlesHiding/UnhidingSelect ModesBrushOptions
Typical scenarios for using Soft BodiesCreating a Soft BodySimulation QualityCache and BakeInteraction in real timeTipsLinksExample
SettingsSoft Body PanelForce FieldsAerodynamicsUsing a Goal
Edges SettingsPreventing Collapse
Collisions with other objectsExamplesCalculating CollisionsGood collisions
Self Collisionbouncing cuberesultSoft BodySoft Body CacheSoft Body GoalSoft Body EdgesSoft Body Self CollisionSoft Body SolverDescriptionWorkflow
Creating Cloth SimulationsCloth Panel
MaterialDampingPinning
CollisionsCollision Settings
Self-collisionsShared LayersMesh Objects CollideCloth - Object collisionsMesh Object Modifier Stack
Cloth CacheBake CollisionEditing the cached simulation=
TroubleshootingExamples
Using Simulation to Shape/Sculpt a MeshSmoothing of ClothCloth on armatureCloth with animated vertex groupsCloth with Dynamic PaintUsing Cloth for SoftbodiesCloth with WindIntroduction
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11791180118011801181118111811181118111811181
1183118311831184
11841185118611871187
118711871188
11911191119411941194119411971198119911991199120012001200120112011202120212021203120312041205120612071210121012111211121112121212
12121212121312131213
1213121412151215
12151215121612161217
1217
Rigid Body ObjectProperties
Rigid Body ConstraintFixedPointHingeSliderPistonGenericGeneric SpringMotorOther considerationsAnimation
DescriptionWorkflowMore about the simulationThe Domain Object
OptionsDomain WorldDomain BoundaryDomain ParticlesBaking
Bake ButtonBake directoryNotes
InflowOutflowDescriptionExamplesOptionsSee alsoPhysical correctnessAcknowledgementsLimitations & WorkaroundsSee alsoExternal linksDevelopment notesInner workingUser workflowCreating the DomainGeneric optionsSmoke Groups optionsSmoke High Resolution optionsSmoke Field Weights optionsCreate a Flow ObjectSettingsForcesCreate the MaterialAdd the TextureExtending the Smoke Simulator: Fire!TroubleshootingExternal linksActivating the modifierTypesSee alsoMain PanelSource Panel
Mesh VolumeProximityMesh Volume + ProximityObject CenterParticle System
Velocity PanelWaves PanelMain PanelAdvanced Panel
Common optionsPaintDisplaceWavesWeight
Output Panel
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122012201220
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122112211221122112211221
122112221223
12231223122312241224
122412241224122412251225
1226122612261226
12271227
122712291229
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12311231
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12341234123412341234123412351235123512351235123512361236
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Effects PanelCache PanelOpenMP (Mac OSX)
Suboptimal baking performanceSolutionSteps to use the applescript
IntroductionGetting started
Supervised 2D trackingManual lens calibration using grease pencil and/or gridCamera motion solvingBasic tools for scene orientation and stabilizationBasic nodes for compositing scene into real footageNot implemented tools
Tools and properties for Motion TrackingMovie Clip EditorTools available in tracking mode
Marker panelTrack panelSolve panelCleanup PanelClip Panel
Properties available in tracking modeGrease Pencil PanelObjects PanelTrack PanelCamera Data PanelDisplay Panel
Tracking Settings PanelCommon options
KLT tracker optionsSAD tracker options
Marker PanelProxy / Timecode Panel
Tools available in reconstruction modeIntroductionMask Datablock: Points, Splines and Layers
Understanding LayersEditing Masks
Control PointsSelectionCurve HandlesFeather
Using MasksCompositing NodeSequencer Strip
S-CurvesMasking Tips
RenderingOverviewDistributed Render FarmRender Workbench Integration
The Render Settings PanelRenderLayersDimensionsAnti-AliasingMotion BlurShadingOutputPerformancePost ProcessingStampBakeAdd a new cameraChange active camera
Switching Multiple CamerasCamera Settings
LensCamera PresetsDepth of FieldDisplay
Composition Guides
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Camera NavigationMove active camera to viewCamera View PositioningRoll, Pan, Dolly, and Track
Aiming the camera in FlymodeThree Point RenderingTwo Point Rendering
To achieve 2-point rendering:One Point Rendering
To get 1-point (1pt) rendersOrthographic Rendering
Isometric RenderingField of View and Lens SizeZooming in BlenderDepth of Field in Computer Graphics
Displaying RendersSaving
Animation PlaybackDisplay Options
Color Management and ExposureAnti-AliasingExposure (Lighting)Depth of FieldMotion Blur
OptionsFilteringFilter Size
ExamplesWorkflow
Frame Sequence WorkflowOptions
HintsOptions
Bake ModeFull RenderAmbient OcclusionShadowNormalsTexturesDisplacementEmissionAlphaMirror Color and IntensitySpecular Color and Intensity
Additional OptionsWorkflow
SyntaxRender Options:Format Options:Animation Playback Options:Window Options:Game Engine Specific Options:Python Options:Debug Options:Misc Options:Other Options:
ExamplesRender a pictureRender a movieLaunch Blender with a specified engine
PlatformsWindowsMac OS XLinux
DimensionsPresets
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Output PanelFile LocationsFile Type
CompressionChannelsImage Formats
VSE RenderingRendering to an Image SequenceRendering to VideoDimensions PresetsPixel Aspect RatioColour SaturationRendering to fields
OptionsVideo Files
Advanced EncodingVideo Settings
Video FormatsVideo CodecsOptions
Audio SettingsTips
Home-made Render FarmRender Layers in CompositingLayers or Passes?
Using Render LayersEnabling and NamingCreating a new Render LayerScene Layers SettingsOverridesInclude OptionsPasses
ExamplesRendering only certain objectsOutlining only selected objectsRender Passes In DetailSelecting Render PassesExcluding Render Passes
Using Render PassesRecoloring ShadowsCompositing Ambient OcclusionVector Blurring Shadows
ConclusionOptionsExamples
DitheringScene Linear Color SpaceScene Settings
DisplayRenderSequencer
Image FilesWorld SettingsOpenColorIO ConfigurationCompatibilitySee AlsoThe Human EyeIn FilmIn CG
Motion Blur in BlenderSampled Motion BlurVector Blur
ExamplesHints
Hardware ImprovementsOperating System ConfigurationBlender SettingsScene and Specific Objects
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Render SettingsMulti-Pass CompositingMulti-ThreadingFrame RangesCollaborative RenderingRemote Renderfarms
GoalsInstructions
GUIMaster
Web interface Master(Slave(s))Client
Command LineExtra
SettingsMasterSlaveClient
Physics Baking JobsVersion Control JobsNotes and Known BugsLoad Balancing
ExceptionsFirst Priorities (criteria)
To doTechnical Details
Feature ListAPI Feature WishlistOptions
Global IlluminationExamples
Console outputRender window outputThe rendered image
NotesAmount of LightSkyDomeGetting StartedReferenceUsing Freestyle in BlenderGetting StartedReferenceGPU RenderingTutorialsPerspectiveOrthographicPanoramic
EquirectangularFisheye
Depth of FieldClippingSurface ShaderVolume ShaderDisplacementEnergy ConservationTypeSubdivisionTerminologyBSDF Parameters
Volume ShadersDensityVolume Material
Interaction with the Surface ShaderMesh Topology
Volume WorldScattering BouncesLimitations
3D Viewport Draw TypesTexture PropertiesPainting & UV EditingSurface Shader
Image Based LightingVolume Shader
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Ambient OcclusionSettingsRay VisibilityTricksPoint LampSpot LampArea LampSun LampShadersTexturesMoreOpen Shading LanguageCamera DataValueRGBAttributeGeometryLight PathObject InfoFresnelLayer WeightTexture CoordinatesParticle InfoHair InfoTangentMaterial OutputLamp OutputWorld OutputBSDF
DiffuseTranslucentGlossyAnisotropicToonTransparentGlassRefractionVelvet
BSSRDFSubsurface Scattering
EmissionBackgroundHoldoutAmbient OcclusionMix and AddImage TextureEnvironment TextureSky TextureNoise TextureWave TextureVoronoi TextureMusgrave TextureGradient TextureMagic TextureChecker TextureBrick Texture
OptionsSockets
Vector TransformVector CurvesNormalNormal MapBumpMappingBlackbodyWavelengthSeparate HSVCombine HSVSeparate RGBVector Math
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RGB to BWColorRampMath
Script NodeWriting ShadersClosures
BSDFHAIRBSSRDFVolumeOther
AttributesTrace
ValueRGBGeometryWireframeWavelengthBlackbodyTexture CoordinatesBumpVector TransformTangentNormal MapObject InfoParticle InfoHair InfoAttributeMappingLayer WeightFresnelLight PathLight FalloffNodes shared with the Compositor
Introduction to hairCycles Hair Rendering
PrimitiveCycles Hair SettingsHair Info NodeLimitationsTutorials
Ray TypesBounce ControlTransparencyRay VisibilityScene Settings
SamplingBouncesTransparencyTricksMotion Blur
Material SettingsWorld SettingsLamp SettingsVolume Render Settings
Path TracingWhere Noise Comes FromBouncesCaustics and Filter GlossyLight FalloffSample as LampGlass and Transparent ShadowsWindow LightsClamp Fireflies
LayersLighting Passes
CombiningData PassesIntroductionConfigurationCUDA
LimitationsFrequently Asked Questions
Why is Blender unresponsive during rendering?
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Why does a scene that renders on the CPU not render on the GPU?Can I use multiple GPUs for rendering?Would multiple GPUs increase available memory?What renders faster, NVidia or AMD, CUDA or OpenCL?
Error MessagesUnsupported GNU version! gcc 4.7 and up are not supported!CUDA Error: Invalid kernel imageCUDA Error: Out of memoryThe NVIDIA OpenGL driver lost connection with the display driverCUDA error: Unknown error in cuCtxSynchronize()On Mac OS X, no CUDA GPU is available
OptionsBake Mode
CombinedAmbient OcclusionShadowNormalsUVEmitEnvironmentDiffuse Color/Direct/IndirectGlossy Color/Direct/IndirectTransmission Color/Direct/IndirectSubsurface Color/Direct/Indirect
Additional OptionsThe Big PictureKnown Limitations and issuesAdvanced OptionsSelection by VisibilitySelection by Edge Types
Edge MarksSelection by Face MarksSelection by GroupSelection by Image BorderChainingSplittingSelectionCapsDashed LineModifiers
Along StrokeDistance from CameraDistance from ObjectMaterial
ModifiersAlong StrokeDistance from CameraDistance from ObjectMaterial
ModifiersAlong StrokeCalligraphyDistance from CameraDistance from ObjectMaterial
Modifiers2D Offset2D TransformBackbone StretcherBezier CurveBlueprintGuiding LinesPerlin Noise 1DPerlin Noise 2DPolygonizationSamplingSinus DisplacementSpatial NoiseTip Remover
Writing Style ModulesSelectionChainingSplittingSortingStroke creationUser control on the pipeline definition
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VideosVideo TutorialsTutorialsMiscNodes Concepts
NodesNoodlesNode Groups
Accessing and Activating NodesExamplesAccessing The Node EditorActivating NodesNode Editor Window ActionsNode Editor Header
At a glanceMenus
View, Select and AddNode
ButtonsMaterial/Composite/Texture SelectorUse Nodes ButtonUse Pinned ButtonGo to Parent ButtonSnap ButtonCopy Nodes ButtonPaste Nodes Button
Layout NodesButtons for work with Compositing nodes
Free Unused ButtonBackdropAuto Render
Perfomance for Compositing Nodes in Node EditorCollapsing togglesSizing the nodeSocketsCurves
RGB CurvesSelecting curve pointsEditing curvesEditing the viewSpecial tools
Adding NodesArranging NodesConnecting nodesDisconnecting nodesDuplicating a nodeGrouping NodesEditing Node GroupsUngrouping NodesAppending Node GroupsRender Layers Node
Using the Alpha SocketOptional SocketsUsing the Z value SocketUsing the Speed Socket
Image nodeImage ChannelsSaving/Retrieving Render PassesImage SizeAnimationsGenerated ImagesNotesSplicing Video Sequences using Nodes
Cut Splicing using NodesFade Splicing using NodesMix Splice using NodesWink Splice using Nodes
Texture NodeExample
Value nodeRGB node
ExampleTime node
Time Node ExamplesExamples and suggestionsViewer
Using the UV/Image Editor Window
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CompositeSaving your Composite Image
SplitViewer NodeFile Output NodeLevels NodeRGB Curves Node
OptionsExamples
Color correction using CurvesColor correction using Black/White LevelsEffects
Mix NodeExamples
Contrast Enhancement using MixUsing Mix to Watermark imagesEncoding Your Watermark in an ImageDecoding an Image for your WatermarkUsing Dodge and Burn (History Lesson)
Hue Saturation NodeHue/Saturation tipsHSV Example
Bright/ContrastNotes
GammaInvert
OptionsAlphaOver Node
ExamplesStrange Halos or Outlines
Z-Combine NodeExamples
Color BalanceHue CorrectTone MapVector NodesNormal NodeVector Curves NodeMap Value Node
Using Map Value to Multiply valuesNormalizeFilter NodeBlur Node
OptionsDirectional Blur Node
OptionsExample
Bilateral Blur NodeInputsOptionsExamples
Vector (Motion) Blur NodeExamplesKnown Bugs
Dilate/Erode NodeExample
DefocusCamera SettingsNode InputsNode SettingExamplesHints
ColorRamp NodeUsing ColorRamp to create an Alpha MaskUsing ColorRamp to Colorize an Image
RGB to BW NodeSet Alpha Node
Using SetAlpha to Fade to BlackUsing SetAlpha to Fade In a TitleUsing SetAlpha to Colorize a BW Image
ID Mask NodeExample
Math NodeExamples
Manual Z-MaskUsing Sine Function to PulsateBrightening/Scaling a Channel
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Quantize/Restrict Color SelectionTheory
RealitySummary
Combine/Separate NodesSeparate/Combine RGBA Node
ExamplesSeparate/Combine HSVA NodesSeparate/Combine YUVA NodeSeparate/Combine YCbCrA Node
Alpha ConvertDifference Key Node
Simple ExampleChaining Example
Chroma Key NodeColor KeyLuminance Key Node
ExampleColor Spill NodeChannel Key NodeDistance KeyTranslate Node
Example: Using the Translate Node to Roll CreditsExample: Moving a MatteExample: Shake, Rattle and Roll
Rotate NodeScale Node
Flip NodeDisplace Node
ExampleMap UV Node
ExamplesCrop NodeLens Distortion
Using the Sequence EditorAdding Strips
Add Movies or ImagesAdd SceneAdd Audio
Adding EffectsAdding Plugin Effects
Strip PropertiesEdit Strip PanelEffect StripStrip InputFilterProxy Strip Properties PanelSoundScene
Adjusting the ViewScrubbingView ModesScene PreviewView SettingsRefresh View
Selecting StripsMoving and Modifying Strips
Snap to FrameSeparate Images to StripsEditing StripsCopy and PasteMeta Strips
Image PreviewLuma WaveformChroma VectorscopeHistogramAddSubtract EffectCross and Gamma Cross
Fade to BlackMultiplyAlpha Over, Under, and Over DropWipeGlow
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TransformColorSpeed Control
Creating a Slow-Motion EffectKeyframing the Speed ControlChanging Video Frame Rates
Multicam SelectorAdjustment LayerOptionsAudio Mixing in the VSEWorking with Audio TracksAnimating Audio Track Properties
OutputAddonsScriptsSaving your own scripts
File locationInstallation
IntroductionGeneral informationGetting Started - Wiki tutorialsGetting Started - External links
Installation of an Add-OnFile locationsEnabling and DisablingDevelopment guidelines
What is Programming?What is Python?Python InterpreterHello WorldExternal links
WebpagesVideo TutorialsAccessing Built-in Python ConsoleFirst look at the Console EnvironmentAuto Completion at workBefore tinkering with the modules..
Examplesbpy.context
Try it out!bpy.data
Try it out!Exercise
bpy.opsTry it out!
Other usages for the Text windowDemonstrationExerciseGeometry
How can I generate a mesh object using the API?How do I apply a modifier using the API?How do I get the world coordinates of a control vertex of a BezierCurve?How do I select/deselect the control points of a Curve
Method 1Method 2
MaterialsHow to link a mesh/object to a material?
CustomizationHow do I automate custom hotkeys?Scripts in Blend Files
Auto ExecutionManual Execution
Controlling Script ExecutionSetting DefaultsCommand Line
Scripts
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Logic BricksPropertiesStatesColumn HeadingObject HeadingController TypesColumn HeadingObject HeadingVariablesOperations
Mathematical operationsLogical operations
Conditional statement (if)ExamplesColumn HeadingObject HeadingMotion BlurBuilt-In 2D FiltersCustom FiltersSimple MotionServo ControlExampleUsage NotesUsage NotesProperty TypesUsing PropertiesHow States OperateEditing StatesDefault CameraCamera ObjectParent Camera to ObjectParent to VertexObject as a CameraCamera Lens ShiftEmbedded PlayerStandalone PlayerStereoShadingPerformanceDisplayStereo SettingsStereo Modes
Dome Camera SettingsFisheye ModeFront-Truncated Dome ModeRear-Truncated Dome ModeCube Map ModeSpherical PanoramicWarp Data Mesh
Example filesWorldMistGame PhysicsObstacle SimulationGlobal OptionsObject Physics
Physics TypeMaterial PhysicsConstraintsVisualizing Physics
Show Framerate and ProfileMesh Deformations
Soft BodiesActionsRagdolls
Digging DeeperReading the Blender and Bullet Source Files
Recording to KeyframesKeyframe Clean-up
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Exporting.bullet / Bullet compatible engines
OptionsAll TypesOptionsCollision Bounds
OptionsExample DemoOrigin, Rotation, Scale
Create ObstacleAll TypesOptionsCollision Bounds
OptionsExample DemoOrigin, Rotation, Scale
Create ObstacleAll TypesOptionsCollision Bounds
OptionsExample DemoOrigin, Rotation, Scale
Create ObstacleAll TypesOptionsHintsSensorsGoal WeightsForce FieldsAll TypesIntroHow it worksHow to Use
SetupCollisionsPython
Assembling the VehicleControlling the Vehicle
ExampleSettingsCollision BoundsTODODetailsRecommendationsOptionsOptions
SettingsTools
Set By NameGenerateClear AllChanges to VideoTexture in Blender 2.6How it worksGame preparationFirst example
Find materialCreate textureMake texture persistentCreate a sourceSetup the sourcePlay the videoChecking video statusAdvanced work flow
Advanced demosStandalone Player LicenseDistributing Games
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Introduction
Blender 2.5 with a Big Buck Bunny sceneopen
Welcome to Blender! The Blender documentation consists of many parts: this user manual, a reference guide, tutorials, forums, andmany other web resources. The first part of this manual will guide you through installing Blender, and optionally building Blender fromsource.
Blender has a powerful interface, highly optimized for 3D graphics production. The large number of buttons and menus might be a bitintimidating at first, but don't worry. After a bit of practice it will become familiar and intuitive.
It is highly recommended you read our section on The Interface carefully to get familiar with both the interface and with the conventionsused in the documentation.
What is Blender?Blender was first conceived in December 1993 and became a usable product in August 1994 as an integrated application thatenables the creation of a diverse range of 2D and 3D content. Blender provides a broad spectrum of modeling, texturing, lighting,animation and video post-processing functionality in one package. Through its open architecture, Blender provides cross-platforminteroperability, extensibility, an incredibly small footprint, and a tightly integrated workflow. Blender is one of the most popular OpenSource 3D graphics applications in the world.
Aimed at media professionals and artists world-wide, Blender can be used to create 3D visualizations and still images, as well asbroadcast- and cinema-quality videos, while the incorporation of a real-time 3D engine allows for the creation of 3D interactive contentfor stand-alone playback or video games.
Originally developed by the company 'Not a Number' (NaN), Blender has continued on as 'Free Software', with the source codeavailable under the GNU General Public License (GPL). The Blender Foundation in the Netherlands coordinates its ongoingdevelopment.
Between 2008 and 2010, key parts of Blender were re-written to improve its functions, workflow and interface. The result of this workproduced the version of the software known as Blender 2.5.
Key Features:
Image being rendered and post-processed
Fully integrated creation suite, offering a broad range of essential tools for the creation of 3D content, including modeling, uvmapping, texturing, rigging, skinning, animation, particle and other simulation, scripting, rendering, compositing, post-production, and game creation;Cross platform, with an OpenGL GUI that is uniform on all platforms (customizable with python scripts), ready to use for allcurrent versions of Windows (XP, Vista, 7), Linux, OS X, FreeBSD, Sun and numerous other operating systems;High quality 3D architecture enabling fast and efficient creation work-flow;More than 200,000 downloads of each release (users) worldwide;User community support by forums for questions, answers, and critique at http://BlenderArtists.org and news services athttp://BlenderNation.com;Small executable size, easy distribution.
You can download the latest version of Blender here.
Blender is a full-featured tool
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Blender Welcome Screen ver 2.68 autumn 2013Blender makes it possible to perform a wide range of 3d-content-creation-oriented tasks. Therefore it may seem daunting when firsttrying to grasp the basics. However, with a bit of motivation and the right learning material, it is possible to be productive with Blenderafter a few hours of practice. If you're reading this wiki, it is a good start, though it serves more as a reference. You also have onlinevideo tutorials (free and paid) from specialized websites, and several books in the Blender store.
Despite everything Blender can do, it remains a tool. Great artists create masterpieces, not only by pressing buttons or manipulatingbrushes, but also by learning and practicing human anatomy, color theory, composition, lighting, traditional animation, photography,psychology and many other areas. 3D content creation software have the added technical complexity and jargon associated with theunderpinning technologies. CPUs, GPUs, memory, algorithms, vectors, materials, meshes are the mediums of the digital artist, andunderstanding them, even broadly, will help you using Blender to its best.
So keep reading this wiki, learn the great tool that Blender is, keep your mind open to other artistic and technological areas, and youtoo can become a great artist.
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Blenders History
In 1988 Ton Roosendaal co-founded the Dutch animation studio NeoGeo. NeoGeo quickly became the largest 3D animation studio inthe Netherlands and one of the leading animation houses in Europe. NeoGeo created award-winning productions (EuropeanCorporate Video Awards 1993 and 1995) for large corporate clients such as multi-national electronics company Philips. WithinNeoGeo Ton was responsible for both art direction and internal software development. After careful deliberation Ton decided that thecurrent in-house 3D tool set for NeoGeo was too old and cumbersome to maintain and upgrade and needed to be rewritten fromscratch. In 1995 this rewrite began and was destined to become the 3D software creation we all know as Blender. As NeoGeocontinued to refine and improve Blender it became apparent to Ton that Blender could be used as a tool for other artists outside ofNeoGeo.
In 1998, Ton decided to found a new company called Not a Number (NaN) as a spin-off of NeoGeo to further market and developBlender. At the core of NaN was a desire to create and distribute a compact, cross platform 3D application for free. At the time thiswas a revolutionary concept as most commercial modelers cost several thousands of (US) dollars. NaN hoped to bring professionallevel 3D modeling and animation tools within the reach of the general computing public. NaNs business model involved providingcommercial products and services around Blender. In 1999 NaN attended its first Siggraph conference in an effort to more widelypromote Blender. Blenders first Siggraph convention was a huge success and gathered a tremendous amount of interest from boththe press and attendees.