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hi everyone my name is mj and in this
video i'll show you all 54 blender
modifiers in just 10 minutes you need to
understand though that these are not
full tutorials because it would take a
lot more than 11.1 seconds per modifier
to explain all of them in detail this is
just a short video to show you the
immense capabilities of blender
modifiers
so for those of you just starting out
with blender what exactly are modifiers
modifiers are automatic operations that
affect an object's geometry in a
non-destructive way this means that you
can perform many modeling operations
automatically without changing the base
geometry of your object
and one last thing before we start if
you find this video entertaining a like
and a sub would be highly appreciated
let's begin with generate modifiers
the array modifier creates an array of
copies of the base object with each copy
being offset from the previous one in
any of several possible ways the bevel
modifier bevels the edge of the mesh
it's applied to with some control over
how and where the bevel is applied to
the mesh the boolean modifier combines
two separate objects using one of three
available boolean operations
union
intersection and difference
the build modifier causes the faces of
the mesh object to appear or disappear
one after the other over time the
decimate modifier allows you to reduce
the number of faces of an object but
keeping the same shape as much as
possible the edge split modifier
duplicates some or all edges within a
mesh breaking links between faces around
those split edges when applied you'll be
able to separate the faces from each
other the geometry nodes modifier
applies a node group which defines
object's geometry this is so called
procedural modeling you use this
geometry node tree to edit the mesh
let's just say the possibilities are
endless
the mask modifier allows vertices of an
object to be hidden dynamically based on
vertex groups the mirror modifier
mirrors the mesh along its local x y or
z axis across the object origin the
subdivision surface modifier splits the
faces of the mesh into smaller faces
enabling you to create complex smooth
surfaces while modeling simple low
vertex meshes higher level of
subdivision here means smoother and more
subdivided mesh the multi-resolution
modifier gives you the ability to
subdivide a mesh similarly to the
subdivision surface modifier but also
allows you to edit the new subdivision
levels in sculpt mode the remesh
modifier is a tool for generating new
mesh topology that contains only quads
you can choose the face size as well as
four different remesh modes the screw
modifier takes a profile object mesh or
a curve to create a helix-like shape
here we have a big list of options to
control the shape the angle degrees
number of offset of single revolution
number of revolutions and many more the
skin modifier uses vertices and edges to
create quad tubes
in edit mode you control the thickness
of every individual vertex with control
a which is the hotkey for the skin
resize operation it's mostly used in
combination with the subdivision surface
modifier to generate base mesh for
sculpting the solidify modifier takes
the surface of any mesh and simply adds
thickness to it the triangulate modifier
converts all faces in a mesh so quads
and n-guns to triangular faces the mesh
to volume modifier allows you to create
a mesh out of an existing volume object
just by selecting it from a list or with
the eye drop tool the weld modifier
looks for groups of vertices within a
maximum distance between each other and
merges them very useful when some
vertices are so close together that they
prevent other modifiers to work properly
like the bevel modifier in this case the
wireframe modifier transforms the mesh
into a wireframe by turning edges into
four sided tubes now let's continue with
the four modifiers the armature modifier
is used for building skeletal systems
for animating the poses of characters or
anything else which needs to be posed
the cast modifier shifts the shape of a
mesh object towards any of the few
predefined shapes that can be spheres
cylinders or cuboids curve modifier
provides a simple method of deforming a
mesh along a curved object the displaced
modifier moves vertices in a mesh based
on the intensity of a texture select
your texture and tweak settings to your
likings the hook modifier is used to
deform a mesh using another object
usually an empty as the hook moves it
pulls vertices from the geometry with it
the laplacian deform modifier allows you
to deform a mesh with the use of a set
of anchor vertices when you move these
hooks the modifier keeps the rest of the
anchor vertices in fixed positions and
calculates the optimal locations of all
the remaining vertices to preserve the
original geometric detail the lattice
modifier deforms the base object this
one here according to the shape of a
lattice object after you scale and
reposition the lattice change its
resolution here and then add the lattice
modifier now you can deform the lattice
and the original mesh gets deformed too
the mesh deform modifier just like the
lattice modifier deforms the base object
but instead of a lattice it uses an
arbitrary mesh to act as a deformation
cage the shrink wrap modifier allows an
object to shrink or project to the
surface of another target object it
moves each vertex to the closest
position of the surface of the target
object very useful for dressing
characters or wrapping your model in
foil to avoid overlapping you set the
offset here the simple deform modifier
applies one of the four simple
deformations to your object these
deformations are twist
bend
taper and stretch
the smooth modifier smooths the mesh by
flattening the angles between adjacent
faces in it unlike subdivision surface
modifier it smooths the mesh without
increasing the number of vertices the
smooth corrective modifier is used to
reduce highly distorted areas of a mesh
like these overlapping faces in this
case notice that it does nothing if
there are no heavy deformations the
smooth laplacian modifier is another
smooth modifier that you control with
the number of repeat operations and
these lambda values that control the
degree of the effect on faces
and on holes separately the surface
deform modifier allows an arbitrary mesh
surface to control the deformation of
another mesh essentially transferring
its motion and deformation the warp
modifier deforms part of a mesh by using
two empties the object from point
designates a point in space that is
pulled towards the object 2 point you
can control the falloff type and the
radius of the falloff the wave modifier
adds a ripple-like motion to an object
geometry you also get to control a bunch
of options like type of motion height
width
narrowness start point and more next we
got physics modifiers most of these can
be added through the physics properties
panel and that's where you find the
options to manipulate them the cloth
modifier applied to a mesh simply
creates a fabric or cloth simulation
the collision modifier provides
interaction between different physics
simulations in this case the cylinder
has the collision modifier applied in
order to correctly interact with the
cloth the dynamic pain modifier has two
types brush and canvas the brush objects
alt as the canvas object depending on
what kind of canvas surface type you
choose waves for example make waves on
the canvas
the explode modifier is used to alter
the mass geometry by moving and rotating
its faces making it look as if the mesh
is being exploded the fluid modifier is
a container for you've guessed it fluid
physics simulation
the ocean modifier is a tool to simulate
and generate a deforming ocean surface
you get a bunch of options here like the
number of arrays on both axes
size
random seed spectrum and more particle
system modifier simply adds a particle
system you can have an emitter particle
system for something like the explosion
i showed you before or hair particle
system for creating hair or fur when a
particle instance modifier is added to
an object the mesh of this object will
be duplicated at the location of the
particles of the selected particle
system let's hide the icosphere to get a
better look and scale the machine edited
mode to see the particles changing as
well
the softbody modifier is a container for
a soft body physics simulation with it
you create well soft jello objects
and last but not least
modify modifiers
the data transfer modifier transfers
different types of data from one mesh to
another most used are face normals in
this example weird shading caused by
messed up geometry gets corrected by
transferring phase normal data from a
proper cylinder placed in the same
location
the mesh cache modifier main use is for
animation after you create an animation
you can export it to an mdd or pc2 file
and then later import it through the
mesh cache modifier that gives you
additional control over the animation
like influence or timer mapping the mesh
sequence cache modifier does the same
thing as mesh cache modifier but with
alembic files which are computer graphic
file formats developed by sonic pictures
the normal edit modifier affects face
normals it makes them all point in the
direction of an object you choose as the
target
weighted normal modifier changes the
default normals of a mesh it's mostly
used to make sharp corners geometry
appear beveled and smoother without
adding additional geometry the uv warp
modifier transforms an object's uv map
based on values
or another object and empty in this case
its purpose is to give you direct
control over the object's uv in the 3d
viewport the uv project modifier is very
similar and allows you to control the uv
map with an object also an empty in this
case that acts like a slide projector it
emits a uv map and projects it to the
object as the light hits it next three
deal with vertex weights the first one
vertex weight modifier allows you to
alter the vertex fade you painted or the
ones that you haven't painted with the
use of these simple sliders vertex
weight mix modifier mixes a second
vertex group or a simple value in this
case into the affected vertex group
using all these different operations you
select from a list
vertex weight proximity modifier allows
you to control the vertex weights with
the proximity of an object in this case
an empty and also allows you to tweak
other parameters directly from the
modifier's properties panel
and that's it that's all 54 blender
modifiers
i can go to sleep now thank you so much
for watching and please hit that like
button and subscribe to the channel if
you haven't already that will really
help me a lot so thanks again and i'll
see you in the next one goodbye
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