Helpfuls Flashcards
Project individual elements(cb) [snapping]
Makes everything effected follow the same snapping rules as main selected.
[Only in face snapping options]
Render preview (Viewport shading)
Z or upper right where all the view previews are (right most)
Solid mode (Viewport shading)
Default viewport shading display mode
Find/change render engine (context tab)
Second context tab from the top(camera interface). [tabs on the right side]
Change/add Render Hardware
Edit( on upper left of screen), preferences, system, Cuda, (cbs)
Split screen
Find the border between panels where the mouse changes its icon then right click, or upper right where the cursor turns to “+”
Denoising data
Layer tab(fourth context), Denoising data(checkbox)
Reduces grain/noise for renders
Emitter vs. Hair (particle properties)
flow/emission(such as water) vs. static path/object placement(such as hair)
change the properties of “Hair” particles
under “render” drop down, a smaller “render as” drop down. “path” for hair paths I guess. “object” for object placements.
weighted paint mode?
Influences bones and particle placement
can access with ctrl+tab
change color of sprinkles/referenced object
change the color of the referenced object itself.
show origins/anchor
upper right, “overlays”*(dm), “origins”(checkbox)
May set a more proper (particle) anchor(set anchor/origin to the center of it’s object)
Instanced/referenced object(s),RC,set origins(em),origin to geometry.
:::or:::
ID object(s): instanced/referenced, RC, set origins(em), origin to geometry(2nd O)
:::or:::
right click object(s), the referenced/instanced ones> set origin(em)>origin to geometry[2nd option]
overlay
texture paint; image side: n,”blend”(sdm), “mix” to “overlay”
- as if colors were mixed together
- “overlay” is like “mix” and “mix” is like “overlay”.
Show brush or tool settings for weighted paint(as)
Upper left/view(dm), tool settings(cb)