Tutorials ModelCraft help Walkthroughs
Modifiers on a mesh
Mirror, array, smooth, bevel, cut and bend a mesh without changing it, and make it permanent with Apply when you are ready.
Written for ModelCraft 0.7.1. The same help is inside the app: press F1.
A modifier changes what a mesh shows without changing the mesh itself. Mirror one half of a part and model only that half; round a box with a subdivision surface and keep editing the box. Modifiers sit in a stack and work in order, top to bottom. What you see, export, print and render is the mesh with every modifier that is on.
Add a modifier
- Select a mesh. In the Model workspace its Modifiers section is in Entity info; in the Mesh workspace it is in the panel on the right.
- Pick one from Add a modifier…. It goes to the bottom of the stack.
- Change its settings below its name. Lengths take the same values as the Value box, so
600mm,2'6"and(6m)/4all work.
Every change is one undo step: ⌘ZCtrl+Z takes it back.
The buttons on each modifier
- The checkbox turns it on or off.
- The screen button shows or hides it in the view (it stays in the stack).
- The camera button shows or hides it in rendered pictures and videos, so a modifier can be for renders only (or for the view only).
- The arrows move it up or down the stack. Order matters: mirror then subdivide gives a smooth seam, subdivide then mirror does not.
- Apply makes the shape part of the mesh: the modifiers above it and this one are done to the mesh itself and leave the stack. It is one undo step.
- The cross removes it.
The modifiers
| Modifier | What it does |
|---|---|
| Mirror | Adds a mirrored copy across red, green or blue through the mesh's origin, and joins the halves where they meet. |
| Array | Copies in a line (a step of its own size times the numbers you give, plus a fixed step), round an axis, or along a curve in the model. |
| Subdivision surface | Smooths the mesh by Catmull-Clark subdivision. Sharp edges stay creased. Renders can use more levels than the view. |
| Bevel | Rounds every edge sharper than the angle you give. |
| Solidify | Gives a surface a thickness and closes the rim. |
| Boolean | Cuts away, joins or keeps the overlap with another object in the model. Both need to be closed solids. |
| Displace | Moves the surface in or out by smooth noise. The same seed gives the same bumps every time. |
| Weld | Joins vertices closer than a distance. |
| Decimate | Keeps a share of the triangles, removing the ones that change the shape least. |
| Smooth | Relaxes the vertices toward their neighbours. |
| Lattice | Bends the mesh with a cage: move the cage's points and the mesh follows. |
| Curve deform | Bends the mesh along a curve in the model, along red, green or blue. |
| Shrinkwrap | Moves every vertex onto the nearest point of another object. |
Subdivision surface
Subdivision smooths a mesh by Catmull-Clark: every face becomes four-sided faces, and each level makes four times as many. A box with two or three levels already reads as a rounded shape, and you keep editing the box.
- Levels in the view sets how smooth it is.
- Levels in renders sets how smooth rendered pictures and videos are; renders can use more levels than the view.
- Renders on the true smooth surface puts a rendered mesh's points on the limit surface the levels tend to, so even two levels render as smooth as many.
- Creases keep edges sharp: in the Mesh workspace select edges and use Crease (1 stays sharp, 0.5 rounds a little, 0 is smooth). See Edit a mesh.
- Lower the view level on a big mesh: when the levels you ask for would give more faces than this computer's view handles well, the view shows a lower level and says which. Apply always uses every level. How many faces is set by your machine's class in Settings › Rendering › Your machine.
- Open borders keep their corners and stay on their edges' line.
Bend with a lattice cage
- Add a Lattice modifier and press Add a lattice cage round the mesh. A cage of 3 × 3 × 3 points appears round the mesh, drawn as wires.
- Open the cage in the Mesh workspace (double-click it) and move its points. The mesh follows smoothly.
Big meshes
Small stacks are worked out at once. A big one is worked out in the background on every core of your computer: the view keeps showing the last result until the new one is ready. Booleans load the solid modeler the first time; the view says so for a moment.
What modifiers do not do yet
- Weights per vertex (a falloff painted on the mesh) for Displace, Smooth and Shrinkwrap.
- Modifiers on push/pull geometry: turn it into a mesh first (Convert to mesh).