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Blender 2.8 properties panel
Blender 2.8 properties panel










blender 2.8 properties panel

You need a material to display textures in the viewport in cycles.

blender 2.8 properties panel

To display the textures used in the material of the object regardless of the texture (or lack of texture) displayed in the UV image editor, enable GLSL in 3D view > Properties region ( N) > Shading and set the viewport shading to Texture: Note that this only works when the object's UV map has the appropriate texture displayed in the UV/image editor: (see this post for more information) Try setting the viewport shading to Texture ( Alt Z): If you have an image texture, you can also display textures in solid shading mode by switching to "texture" in the shading mode options drop down: Expose primary properties to end users through the Group Input node, to be able to comfortably adjust them directly from the modifier panel.Switch to Material viewport shading by clicking the icon in the top right of the 3D view: Look past existing builtin node based primitives, which are already parametric, and combine them into far more complex node setups. With geometry-nodes nodes we considerably expand the possibilities and allow for far more complex setups and custom parametric modifiers. You could hack a parametric box from a plane and a Solidify modifier. See a parametric 2D circle with inner and outer radius. You could even control radius with an additional Displace Modifier. Here is a "Parametric Sphere" made from a single vertex mesh and two Screw modifiers.

BLENDER 2.8 PROPERTIES PANEL MANUAL

This will obviously not work flawlessly for every situation, you won't always be able to achieve every end goal without some destructive steps in between (like applying some modifiers, or manual modelling), but be inventive and you can save a lot of time in the long run. Bezier curve objects despite being limited in the type of modifiers they can accept, are also versatile for extrusion based geometries, like piping, tubes, frameworks, or structures, providing a degree of adjustment from its native parametric properties. Use not only modifiers to your advantage, but extend this to other tools as well, like constrains, drivers, shapekyes etc., and you can go a long way in creating easily editable "parametric objects". This is what is often called a "non-destructive workflow", the poorman's parametric workflow, where modifiers are kept "live" so they can be easily adjusted at a later time.

blender 2.8 properties panel

Adjust height from the Solidify Thickness and segments from the Screw Steps.

blender 2.8 properties panel

Now you can control the properties from the modifier stack instead. You now have a "Parametric Cylinder" you can easily adjust the number of segments and height of. Start with a plane, for example, then delete all but one edge, make sure one vertex is at $$ and the other at something helpful like $$.Īdd a Screw Modifier to it, then a Solidify Modifier. If you need to, say, easily change the number segments of a cylinder, or frequently adjust its height, then rather than add a default mesh cylinder primitive from the regular Add menu, it would be smart to build a parametric one from scratch with modifiers instead.Ĭreate a simple single edge mesh with no actual faces whatsoever. This is where modifiers come in, they provide what is often called "non-destructive modeling". If you foresee the need to adjust geometry properties after the fact, or edit parameters frequently, rather than using default pre-made primitives, manually build objects yourself in a way that allows tweaking needed parameters easily. In an attempt to not leave you empty handed I'll try to present an alternative workflow: Be smart, plan ahead, use modifiers to your advantage. Maybe too soon to show this feature but I can't hold the excitement, I 'find' this too useful You can help to keep Blender growing at. You can press F9 to bring back the popup dialog right after an operation that is before any other action that registers an undo step is taken, after that objects (or operations) become regular "static" geometries and lose any adjustable parameters they had. As already mentioned in other answers you can't edit operator options after the fact, Blender doesn't have native "parametric primitives" or an editable "construction history" yet.












Blender 2.8 properties panel