ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
common_options.rst.txt
| *********************** | |
| Common Modifier Options | |
| *********************** | |
| 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*. | |