ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
common_options.rst.txt
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Common Modifier Options | |
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Some options are commonly used by many modifiers, and share the same behavior across all of those. | |
In particular, many offer ways to precisely mask and weight their effect on a vertex basis | |
(using either vertex groups and/or textures). | |
.. _modifiers-common-options-masking: | |
Vertex Group | |
============ | |
.. figure:: /images/modeling_modifiers_generic_vertex-group.png | |
:align: right | |
Typical modifier Vertex Group options. | |
:doc:`Vertex Groups </modeling/meshes/properties/vertex_groups/introduction>` are an easy way to control | |
which vertices are affected by a modifier, and to which extent (using their weights). | |
They are available when modifying meshes or lattices. | |
.. tip:: | |
Vertex groups can also be edited and even animated using | |
the :ref:`Vertex Weight modifiers <bpy.types.VertexWeightEditModifier>`. | |
Vertex Group | |
The vertex group name. | |
.. warning:: | |
The group is referenced by its name. That means that if you rename it, the link to the renamed vertex group | |
will be lost by all modifiers using it (their field will turn red), | |
and you'll have to select the proper group again in all of them. | |
Invert (double arrow icon) | |
Invert the influence of the vertex group. Only available in some modifiers. | |
Texture | |
======= | |
.. figure:: /images/modeling_modifiers_generic_texture.png | |
:align: right | |
Typical modifier Texture options. | |
Those options allow to use any kind of image (including parametric ones) to control the modifier's effect. | |
Most of the time, only the value (grayscale) of the texture is used, | |
but in some cases (like with some modes of the :ref:`Displace modifier <bpy.types.DisplaceModifier>`), | |
the whole RGB color components might be exploited. | |
.. tip:: | |
Textures can be animated (either using videos, or by animating the mapping coordinates...). | |
Texture | |
The :doc:`texture data-block </render/materials/legacy_textures/introduction>` to use. | |
.. tip:: | |
By clicking on the right-most button of this field (with the settings icon), | |
you can go directly to the selected texture's settings in the *Texture Properties* editor. | |
Texture Coordinates | |
The texture's coordinates to get each vertex' value: | |
UV | |
Take texture coordinates from face UV coordinates. | |
UV Map | |
The :term:`UV map` from which to take texture coordinates. | |
If the object has no UV coordinates, it falls back to the *Local* coordinate system. | |
If this field is blank, but there is a UV map available | |
(e.g. just after adding the first UV map to the mesh), the currently active UV map will be used. | |
.. note:: | |
Since UV coordinates are specified per face, the UV texture coordinate system currently determines the UV | |
coordinate for each vertex from the first face encountered which uses that vertex. | |
Any other faces using that vertex are ignored. | |
This may lead to artifacts if the mesh has non-contiguous UV coordinates. | |
Object | |
Take the texture coordinates from another object's coordinate system. | |
Object | |
The object from which to take texture coordinates. | |
Moving the object will therefore alter the coordinates of the texture mapping. | |
If this field is blank, it falls back to the *Local* coordinate system. | |
.. note:: | |
Moving the original object will **also** result in a texture coordinate update. | |
As such, if you need to maintain a displacement coordinate system while moving the modified object, | |
consider :ref:`parenting <bpy.ops.object.parent_set>` the coordinate object to the modified object. | |
Global | |
Take the texture coordinates from the global coordinate system. | |
Local | |
Take the texture coordinates from the object's local coordinate system. | |
Use Channel | |
Which channel to use as value source | |
(only available with a few modifiers currently, others follow the *Intensity* behavior, | |
unless otherwise specified). | |
Intensity | |
The average of the RGB channels (if RGB(1.0, 0.0, 0.0) value is 0.33). | |
Red/Green/Blue/Alpha | |
One of the color channels' values. | |
Hue | |
The hue from the HSV color space | |
(i.e; the color in the standard wheel, e.g. blue has a higher hue value than yellow). | |
Saturation | |
The saturation from the HSV color space (e.g. the value for pure red is 1.0, for gray is 0.0). | |
Value | |
The value from the HSV color space. | |
.. note:: | |
All of the channels above are gamma corrected, except for *Intensity*. | |