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Creating Mesh Primitives in Blender


Creating Mesh Primitives in blender:- 

A common object type used in a 3D scene is a mesh. Blender comes with a number of “primitive” mesh shapes that you can start modeling from. You can also add primitives in Edit Mode at the 3D cursor.

Common Options

1.Plane:- 

The standard plane is a single quad face, which is composed of four vertices, four edges, and one face. It is like a piece of paper lying on a table; it is not a three-dimensional object because it is flat and has no thickness.

2.Cube:-

A standard cube contains eight vertices, twelve edges, and six faces, and is a three-dimensional object.

3.Circle:-

  • Vertices:-The number of vertices that define the circle or polygon.
  • Fill Type:-Set how the circle will be filled.
  • Triangle Fan:-Fill with triangular faces which share a vertex in the middle.
  • N-gon:-Fill with a single n-gon.
  • Nothing:-Do not fill. Creates only the outer ring of vertices.


4.UV Sphere:-

A standard UV sphere is made out of quad faces and a triangle fan at the top and bottom. It can be used for texturing.
Segments:-Number of vertical segments. Like the Earth’s meridians, going pole to pole.
Rings:-Number of horizontal segments. These are like the Earth’s parallels.

5.Icosphere:-

An icosphere is a polyhedral sphere made up of triangles. Icospheres are normally used to achieve a more isotropical layout of vertices than a UV sphere, in other words, they are uniform in every direction.
  • Subdivisions:-How many recursions are used to define the sphere. At level 1 the icosphere is an icosahedron, a solid with 20 equilateral triangular faces. Each increase in the number of subdivisions splits each triangular face into four triangles.

6.Cylinder:-

Objects that can be created out of cylinders include handles or rods.
  • Vertices:- The number of vertical edges between the circles used to define the cylinder or prism.
  • Depth:- Sets the starting height of the cylinder.
  • Cap Fill Type:- Similar to circle (see above). When set to none, the created object will be a tube. Objects that can be created out of tubes include pipes or drinking glasses (the basic difference between a cylinder and a tube is that the former has closed ends).

7.Cone:-

Objects that can be created out of cones include spikes or pointed hats.
  • Vertices:-The number of vertical edges between the circles or tip, used to define the cone or pyramid.
  • Radius 1:-Sets the radius of the circular base of the cone.
  • Radius 2:-Sets the radius of the tip of the cone. which will create a frustum (a pyramid or cone with the top cut off). A value of 0 will produce a standard cone shape.
  • Depth:-Sets the starting height of the cone.
  • Base Fill Type:-Similar to circle (see above).

8.Torus:-

A doughnut-shaped primitive created by rotating a circle around an axis. The overall dimensions can be defined by two methods.
  • Operator Presets:-Torus preset settings for reuse. These presets are stored as scripts in the proper presets directory.
  • Major Segments:-Number of segments for the main ring of the torus. If you think of a torus as a “spin” operation around an axis, this is how many steps are in the spin.
  • Minor segments:-Number of segments for the minor ring of the torus. This is the number of vertices of each circular segment.
  • Torus Dimensions
    • Add Mode:-Change the way the torus is defined.
    • Major Radius:-Radius from the origin to the center of the cross sections.
    • Minor Radius:-Radius of the torus’ cross section.
    • Exterior Radius:-If viewed along the major axis, this is the radius from the center to the outer edge.
    • Interior Radius:-If viewed along the major axis, this is the radius of the hole in the center.


9.Grid:-

A regular quadratic grid which is a subdivided plane. Example objects that can be created out of grids include landscapes and organic surfaces.
  • X Subdivisions:-The number of spans in the X axis.
  • Y Subdivisions:-The number of spans in the Y axis.

10.Monkey:-

This adds a stylized monkey head to use as a test mesh, use Subdivision Surface for a refined shape.

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