что такое вертекс в блендере
Vertex Groups PanelпѓЃ
Object Data tab ‣ Vertex Groups
The Vertex Group panel. пѓЃ
Vertex groups are maintained within the Object Data Properties, in the Vertex Groups panel.
Active Vertex Group
Locks the group from being editable. You can only rename or delete the group.
Create an empty vertex group.
Deletes the active vertex group.
Specials Sort by Name
Sorts vertex groups alphabetically.
Sort by Bone Hierarchy
Add a copy of the active vertex group as a new group. The new group will be named like the original group with В«_copyВ» appended at the end of its name. And it will contain associations to exactly the same vertices with the exact same weights as in the source vertex group.
Copy Vertex Group to Selected
Copy all vertex groups to other selected objects provided they have matching indices (typically this is true for copies of the mesh which are only deformed and not otherwise edited).
Mirror Vertex Group
Mirrors weights and/or flips group names. See Mirror Vertex Group for more information.
Mirror Vertex Group (Topology)
Performs the Mirror Vertex Group with the Topology Mirror option enabled.
Remove from All Groups
Unassigns the selected vertices from all (even locked) groups. After this operation has been performed, the vertices will no longer be contained in any vertex group. (Not available for locked groups.)
Clear Active Group
Remove all assigned vertices from the active group. The group is made empty. Note that the vertices may still be assigned to other vertex groups of the object. (Not available for locked groups.)
Delete All Unlocked Groups
Remove all vertex groups from the object that are not locked.
Blender. Работа с вертексами?
И еще, как удалять лишние вертексы? Есть в Blender аналог Scrap vertex?
Заходишь в Edit Mode Блендера выделяешь все точки которые тебе нужны, жмешь Alt-M появиться окошко с выбором как тебе их соеденить в центре относительно точек, относительно курсора, либо объеденить к первой точке которую ты выбрал.
Удаление точек так же происходит в Edit Mode. Выделяешь точку, жмешь Del, появляется меню выбираешь там Vertices если тебе надо удалить точку с прилежащими к ней ребрами. Если же просто нужно стереть точку без удаления ребер то тогда выбери там Dissolve Vertices.
Все что я написал актуально для версии 2.8. Более древние сделаны не по человечески.Там даже выбор чего либо правой кнопкой мыши, а не как у людей. 2.8 уже сделана более удобно.
И еще, как удалять лишние вертексы? Есть в Blender аналог Scrap vertex?
Человек выше новичек в блендере, его не слушай.
По поводу weld. Выделяешь все точки которые нужно завелдить. Далее CTRL+V/Remove double Vertices. И в боковом меню или в окошке (2.8) Выбираешь дистанцию велда.
Vertex Tools¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex |
Hotkey: | Ctrl-V |
This page covers many of the tools in the Vertex menu. These are tools that work primarily on vertex selections, however, some also work with edge or face selections.
Merging¶
Merging Vertices¶
This tool allows you to merge all selected vertices to a unique one, dissolving all others. You can choose the location of the surviving vertex in the menu this tool pops up before executing:
At First Only available in Vertex select mode, it will place the remaining vertex at the location of the first one selected. At Last Only available in Vertex select mode, it will place the remaining vertex at the location of the last one selected (the active one). At Center Available in all select modes, it will place the remaining vertex at the center of the selection. At Cursor Available in all select modes, it will place the remaining vertex at the 3D Cursor. Collapse Every island of selected vertices (connected by selected edges) will merge on its own median center, leaving one vertex per island. It is also available via the Mesh ‣ Edges ‣ Collapse menu option…
Merging vertices of course also deletes some edges and faces. But Blender will do everything it can to preserve edges and faces only partly involved in the reunion.
At First and At Last depend on that the selection order is saved: the order is lost, for instance, after changing selection mode.
Auto Merge¶
Mode: | Edit Mode |
---|---|
Menu: | Sidebar ‣ Options ‣ Tool ‣ Auto Merge |
When the Auto Merge option is enabled, as soon as a vertex moves closer to another one than the Threshold setting, they are automatically merged. This option affects interactive operations only (tweaks made in the Adjust Last Operation panel are considered interactive too). If the exact spot where a vertex is moved contains more than one vertex, then the merge will be performed between the moved vertex and one of those.
Merge by Distance¶
Merge Distance Sets the distance threshold for merging vertices. Unselected Allows vertices in selection to be merged with unselected vertices. When disabled, selected vertices will only be merged with other selected ones.
Separating¶
Rip Region¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex ‣ Rip Vertices |
Hotkey: | V |
Rip creates a «hole» into a mesh by making a copy of selected vertices and edges, still linked to the neighbor non-selected vertices, so that the new edges are borders of the faces on one side, and the old ones, borders of the faces of the other side of the rip.
Examples¶
Hole created after using rip on vertex.
Result of rip with edge selection.
A complex selection of vertices.
Result of rip operation.
Limitations¶
Rip Vertices and Fill¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex ‣ Rip Vertices and Fill |
Hotkey: | Alt-V |
Rip fill works the same as the Rip tool above, but instead of leaving a hole, it fills in the gap with geometry.
Result of rip fill.
Split¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Split |
Hotkey: | Y |
Splits (disconnects) the selection from the rest of the mesh. The border edge to any non-selected elements are duplicated.
Note that the «copy» is left exactly at the same position as the original, so you must move it G to see it clearly…
Rip Edge¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex ‣ Rip Vertices and Extend |
Hotkey: | Alt-D |
This tool takes any number of selected vertices and duplicate-drags them along the closest edge to the mouse, When extending an edge loop, it extends the vertices at the endpoints of the loop. Which is similar behavior like Extrude tool, but it creates an n-gon.
It helps to easily add details to existing edges.
Separate¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Separate |
Hotkey: | P |
The Separate tool will Split mesh elements in another mesh object.
Selection Separates the selected elements. By Material Separates fragments based on the materials assigned to the different faces. By loose parts Creates one object for every independent (disconnected) fragment of the original mesh.
Vertex Slide¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex ‣ Slide Vertices |
Hotkey: | Shift-V |
Vertex Slide will transform a vertex along one of its adjacent edges. Use Shift-V to activate tool. The nearest selected vertex to the mouse cursor will be the control one. Move the mouse along the direction of the desired edge to specify the vertex position. Then press LMB to confirm the transformation.
Even E By default, the offset value of the vertices is a percentage of the edges length along which they move. When Even mode is active, the vertices are shifted by an absolute value. Flipped F When Flipped is active, vertices move the same distance from adjacent vertices, instead of moving from their original position. Clamp Alt or C Toggle clamping the slide within the edge extents.
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Convex Hull |
The Convex Hull operator takes a point cloud as input and outputs a convex hull surrounding those vertices. If the input contains edges or faces that lie on the convex hull, they can be used in the output as well. This operator can be used as a bridge tool as well.
Input mesh, point cloud, and Convex Hull result.
Make Vertex Parent¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex ‣ Make Vertex Parent |
Hotkey: | Ctrl-P |
Add Hook¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex ‣ Hooks |
Hotkey: | Ctrl-H |
Adds a Hook Modifier (using either a new empty, or the current selected object) linked to the selection. Note that even if it appears in the history menu, this action cannot be undone in Edit Mode – because it involves other objects…
When the current object has no hooks associated, only the 2 first options will appear on the menu.
Hook to New Object Creates a new Hook Modifier for the active object and assigns it to the selected vertices; it also creates an empty at the center of those vertices, which are hooked to it. Hook to Selected Object Does the same as Hook to New Object, but instead of hooking the vertices to a new empty, it hooks them to the selected object (if it exists). There should be only one selected object (besides the mesh being edited). Hook to Selected Object Bone Does the same as Hook to New Object, but it sets the last selected bone in the also selected armature as a target. Assign to Hook The selected vertices are assigned to the chosen hook. For that to happen, a list of the hooks associated to the object is displayed. All the unselected vertices are removed from it (if they were assigned to that particular hook). One vertex can be assigned to more than one hook. Remove Hook Removes the chosen hook (from the displayed list) from the object: the specific Hook Modifier is removed from the modifier stack. Select Hook Selects all vertices assigned to the chosen hook (from the hook list). Reset Hook It’s equivalent to the Reset button of the specific Hook Modifier (chosen from the hook list). Recenter Hook It’s equivalent to the Recenter button of the specific Hook Modifier (chosen from the hook list).
Blend From Shape, Propagate Shapes¶
Mode: | Edit Mode |
---|---|
Menu: | Vertex ‣ Blend From Shape and Vertex ‣ Shape Propagate |
Shape Propagate Apply selected vertex locations to all other shape keys. Blend From Shape Blend in the shape from a shape key.
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Стандартные настройки модификаторов
Интерфейс группы вершин
Текстура
Эта опция позволяет использовать любой тип изображений (включая параметрические) для контроля действия модификатора. В большинстве случаев используется только одноканальная (черно-белая) карта, но иногда также используется RGB карта (для некоторых режимов модификатора Displace).
Совет
Текстуры могут быть анимированы (используя видео или анимирование координат карты)
Интерфейс текстур
Совет
Нажатием на самую крайнюю правую иконку (в виде иконки настройки) вы можете переместиться прямиком к настройкам выбранной текстуры в редакторе свойств текстуры (Texture Properties Editor).
Примечание
В то время, как UV координаты определяются каждой гранью, система UV координат определяет UV координаты для каждой вершины из первой встреченной грани, которая использует эту вершину. Все другие грани, использующие эту вершину, будут проигнорированы. Это может приводить к артефактам, если меш имеет не соприкасающиеся (non-contiguous) UV координаты.
Примечание
Перемещение оригинального объекта также приведет к обновлению координат. В связи с этим, если вам нужно сохранить систему координат во время движения модифицируемого объекта, используйте родительские и дочерние отношения (parenting) между объектом-источником координат и модифицируемым объектом.
Примечание
Все каналы выше за исключением Intensity являются гамма-корректными.
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Vertex groups are a useful tool when we want to mask things in Blender. Many modifiers have an input slot for vertex group, allowing us to only affect portions of the object. Likewise, we can use vertex groups with particle systems, simulations, and with a little trick convert them so that we can even use them as masks in our shaders. Let’s look at what they are and how we use them to enhance our Blender 3D creations.
To use a vertex group, follow these steps:
In the rest of this article, we will dig deeper into all the details and explore some scenarios. For instance, how to weight paint, convert weight paint to a vertex color, and copy vertex groups between objects.
What is a vertex group in Blender?
A vertex group is a collection of vertices in a mesh object in Blender. Each object can have one or more vertex groups assigned to it, and each group within that object can make up a separate collection of vertices.
To see what vertex groups are present on an object, first select your object, then go to the object data properties in the properties panel, showed by a green triangle icon.
Next open the vertex group section and you will see a list of vertex groups present on this object. By default, there are no vertex groups for new objects and the first vertex group added will be called “Group”.
What are vertex weights?
In a vertex group, we assign each vertex a vertex weight. The vertex weight is a number between zero and one. If the weight is one, it means that the vertex is a full member of the group. A weight of zero means that the vertex isn’t part of the group.
We can assign a vertex any value between one and zero for one or more vertex groups. Making it either a non-member, a partial member, or a full member of the vertex group.
If we compare vertex groups with colors, we can think of each vertex group as a channel. The color channels we have are Red, Green, Blue and Alpha. Each color channel has a value between zero and one, and combined they make up the final color and transparency level of a pixel.
A vertex group is more like a black-and-white image, with a single channel, and instead of having a channel for each pixel, we have a channel per vertex in a mesh object. The object in this case would be the image itself.
But remember that we can have multiple vertex groups on a single object as well.
How do I add or delete a vertex groups in Blender?
To create a vertex group in Blender, select your object, go to the object data tab and expand the vertex group section. Here you will see an empty list. Press the plus sign on the right side to add a vertex group. The group is called “Group” by default. Double click the name to rename it.
To delete a vertex group, press to select a group in the list and press the minus sign on the right side of the list. The selected vertex group will be removed.
How do you paint weight in a blender?
To add weight values to a vertex group, we use weight painting. This is a separate mode in the 3D viewport that we can select from the mode drop-down list in the top left corner of the 3D viewport.
First, make sure that you have the correct object selected and the correct vertex group you want to weight paint in the vertex group list.
If you cannot see the weight paint option in the mode menu, it is because you have an object selected that doesn’t support weight paint, such as a lamp or camera object.
You can also press Ctrl+Tab in the 3D viewport and choose weight paint from the pie menu.
Once in weight paint mode, your object will turn blue.
Vertices with a blue color means that there is a zero weight on the vertex and not a member of the group. A green color means that there is a low weight value. Yellow means that there is a higher weight value, while Red means that the vertex has a value of one for the group and is a full member.
By default, you have a draw brush selected set to a weight of one and you can immediately paint.
If you have a hard time to paint and you don’t get any color changes, it is likely because you have too little geometry in the mesh. Remember that only the vertices can receive vertex weight data.
For example, if you are weight painting the default cube, you can only paint at the corners.
One way to increase the resolution of where you can paint is to subdivide the object. Press Tab to go to edit mode, right click and choose to subdivide to add more geometry without changing the shape.
To change the weight of the brush, go to the header of the 3D viewport and change the weight value. You can also change the radius of the brush.
The strength parameter can be thought of as the rate the selected weight should be applied.
You can use F and Ctrl+F to change the radius and weight or right click to open a small widget at the mouse cursor where you can adjust these settings for your current brush.
We can find the brush settings either in the header, the right side preference panel by pressing N and go to the tool tab or in the active tool and workspace settings in the properties panel.
These settings are mirrored, and the different areas to access them are only personal preference.
The brushes are also just presets of the same brush engine with different settings. You can choose a brush, or you can change settings for the same brush as you wish.
Apart from the brushes of the draw tool, you can change the tool in the tools panel. Access it by pressing T if it isn’t visible on the left side of the 3D viewport.
You can find tools like blur, average, smear, gradient and eye dropper.
How do I mirror weights in Blender?
If you haven’t painted yet, you can use the symmetry tools to mirror the weight paint as you are painting it. The symmetry tools are located in its own section. Either in the properties panel active tools and workspace settings or the tools tab in the N-panel.
In the header, they are located to the far right. You may have to middle-mouse click and drag to scroll to the right and find these tools.
Once they are found, you can select the axis to mirror on. There are also settings for radial symmetry. Remember, when mirroring you mirror from the positive to the negative side of the axis you choose.
If you already painted and want to mirror afterwards, there is a tool that will mirror across the X axis. You can find this in the weight menu at the top of the 3D viewport just below the header. Choose mirror.
How do you copy a weight paint from one object to another?
If we have two similar objects, we can copy vertex group data from one object to the other. What we need here is a modifier.
How do you mix two vertex groups?
If you have two vertex groups on your object and want to mix the result together, we can do so with a vertex weight mix modifier. The requirement is that we have two vertex groups on the same object.
We can do many kinds of mixing between vertex groups with this modifier, but this is how we can easily add two vertex groups together.
How to use weight paint in a Cycles or Eevee shader?
If we want to use a vertex group in a material, for instance, to mask one shader from another there is no direct way to do it, but we can convert the weight paint to a vertex color. This way we can get the same effect, but we are missing out on the ability to animate the vertex group.
The easier way to do this is to use the vertex color master add-on.
If you need to learn how to install and manage add-ons you can ream more here.
Once the add-on is installed and enabled, you will have access to a new tab in the n-panel in vertex paint mode called VCM.
Follow these steps to convert a vertex group you created into vertex paint:
If you see the drop-down next to the dst drop-down, it is set to R by default, this means that the vertex paint channel we transferred the weight paint to is the Red channel.
Remember how we said that weight paint is like a single channel color earlier?
We can now access this converted vertex group as vertex paint in the shader.
To learn more about setting up shaders and materials in Blender, you can use this guide:
Here is an example setup we can use to preview the vertex color.
The vertex color node contains the vertex color group. The default name is Col, the name we used in the conversion. We then bring this color output into a separateRGB node to get access to the red channel alone, this channel is then converted to a single black and white output, or single value output that we can view through the emission shader.
Final thoughts
This is the basics of creating and managing vertex groups. We can use them for many things and is an essential tool for any Blender 3D artist that passed the beginner stages.
We can use them to decide particle density, what vertices should be affected by a modifier or in simulations to name a few. Here you can learn more about modifiers and particle systems as well.
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