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Blender Notes

Some useful general information about Blender (Shortcts, Menu Items, Settings of some features etc.)

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Ergun Kalbak
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0% found this document useful (0 votes)
90 views11 pages

Blender Notes

Some useful general information about Blender (Shortcts, Menu Items, Settings of some features etc.)

Uploaded by

Ergun Kalbak
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Edit mode:

Alt + LMB: Selects all vertex/edge/face in the line


For creating first UV mapping; use “Smart UV project” under “UV” menu:

solarsystemscope.com
topologyguides.com

To see stretching areas of “UV Map” turn on


“Stretching” option in view menu:

Knife Project command in edit mode / Mesh


1st select shape
2nd select object
change view in direction of projection
(top, front or side etc.)
Go into "edit mode"
Apply "Knife Project" command from Mesh menu
MATERIAL SHORT CUTS
1 Space Bar Play/Pause 32 "/" Numpad Isolate selected object 1 ALT + RMB (Material) Connects nodes
2 Ctrl Shift Space Reverse Playback each other automatically
33 ALT + G Relocate object to 3D Origin (Material) Automatic sets for
3 F3 Search In edit mode hide / show 2 CTRL + T
34 Shift + H / Alt + H nodes (Texture, UV map etc)
4 Shift Space Tools Menu other faces of the model (Material) open all node
5 A & Alt A Select & De-Select 3 SHIFT + W commands and shortcutsd
6 AA Quick De-Select Open switch menu between
7 ~ Views (Pie Menu 4 SHIFT + S nodes
8 Ctrl Tab Modes (Pie Menu) While hoower on Principled
9 1/2/3 Vertices/Edges/Faces 5 CTRL + SHIFT + T BSDF allows to set Material
10 Ctrl Space Maximize Editor tree automatically
11 Ctrl Alt Space Fullscreen Editor 6 ALT + X Deletes unused nodes
12 Shift FnKeys Editor Windows 7 ALT + S Switches 2 nodes in a shader
13 Ctrl ~ Toggle Manipulator Gizmo 8 CTRL + J Groups the nodes in a frame
14 Alt Z Toggle X-Ray View
15 Alt Shift Z Toggle Overlays
16 Shift ~ Fly-Through
17 Ctrl H Hide Objects By Collection
18 1,2,3, etc Isolate Collection
19 C (outliner window) New Collection
When you want to level
20 Shift M Link to Collection
21 F2 File Context menu some vertices on a flat
22 F4 Context Menu level;
Pivot Point (Pie Menu) 1- Select vertices
23 , Numpad (period) Key Find objects in outliner or 2- Press "S" (Scale)
on screen vice versa 3- Press "Z" (or Y or X)
24 Ctrl PageUp/PageDown Workspaces 4- Enter "0"
25 W Key Selection Tools 5- This will be
26 Shift + R Repeats the last command positioned vertices on
27 Shift + C Transfer Cursor to center
same level on selected
28 Shift + S Open cursor transfer menu
Expands and retracts axis.
29 + or - objects in the outliner
30 Ctrl + X Dissolve edges
31 Ctrl + Alt + 0 Set a camera from the view
Use "J" key for create or
fix topology problems.
"F" key just draw line
between wertex pair.
Dupliverts
in Blender 150 tips #127
CTRL + SHIFT + T
(on the BSDF)

All nodes will be set automatically! Awesome! 

Select all texture files and click "Principled Texture Setup".


When scaled an object it must be set to "1.000" again. If it not set to
zero it might be cause some "Material map" issues, like unwrap map
slides out of range.
To set the scale, go to [Object – Apply – Scale]
Select Camera

Press CTRL + B
Hoower around the marker…
CTRL + M (add marker)

Go to the frame you want switch the camera. CTRL + M (add marker) Select the camera you want to switch and press CTRL + B
while Mouse is hoower on the marker.
Principled BSDF:
The most important and common using channels of
Principed BSDF.
No:1 is to assign base color and also a texture can
assign by connecting line to light green circle on the
side.
No:4 is for bump mapping
Specular: High value means high reflection of
Material.
Specular Tint: High value means reflection has more
base color, not birhgt White color of reflection.
Anisotropic & Rotation: Deforms reflections like
stretching and turns directions of reflections.
Sheen & Tint: Only use in fabric materials. It gives a
very slightly a kind of rough reflects to the fabric.
Clearcoat: Makes reflction to Show more clear and
SSS: Car painting surface etc. Creates a sharp.

subsurface that light goes in. IOR & Transmission: These two work together, so
value of both must be change accordingly. Metallic
Anisotropy: Brushed metal etc. value must be zero for Transmission & IOR Work
together and give result. When these two changed
Sheen: Fabric etc. then reflection on Material changes and gives
different refletions.
COMPOSITING TAB (Editing of Rendered Image)
THREE POINT LIGHTING

RIM LIGHT
(20000W)

KEY LIGHT FILL LIGHT


(1000W) (50W)

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