Navigating and Creating a Scene in Blender
When opening Blender and creating a new scene for the first time there are a number of tabs, options, and UI elements to become familiar with. During the first two to three hours of exploring blender, there were several keyboard shortcuts that were really helpful to know. As a result, we’ve documented the following shortcuts and organized them by the context they would be used in.
Inputs for Navigation around Viewpoint
These shortcuts work when making changes to a mesh or when moving an object around in the scene. Generally assume that the following shortcuts will work in both Object and Edit view modes.
Rotate Screen: Hold down the middle mouse button
and move the mouse in desired direction.
Pan Screen: Hold shift + middle mouse button
to pan the screen when moving the mouse.
Zoom: Move the wheel of the middle mouse button
forward and background to increase or decrease the proximity towards the selected object.
Snap to View: Each numeric value (0
through to 9
keys) on the Numpad will set the camera to a preset fixed position.
- For example, pressing 7 on the Numpad will set the camera to be directly overtop of the selected object.
Snap View to Selected: Press the Period key (.
) on the numpad
Inputs for Movement of Objects
The following shortcuts assume that the object has been selected and is the active object prior to being pressed:
Grab: g
Grab mode is great for adding organic changes in the model and is a free floating placement tool that can be modified for more control.
- Axis can be used to ensure precision
G + middle mouse button
: Snap to z AxisG + z
: Snap to z AxisG + x
: Snap to x AxisG + y
: Snap to x Axis
- Holding
shift
while modifying an object will decrease the amount of distance traveled by the object when moving the mouse to give increase precision when placing objects.
Scale: s
- Axis can be used to ensure precision
s + middle mouse button
: Snap to z Axiss + z
: Snap to z Axiss + x
: Snap to x Axiss + y
: Snap to x Axis
s + ctrl
: Increase by a single unit of current grid- Holding
shift
while modifying an object will lower the amount of scale applied to allow for smaller changes in scale.
Rotate: r
- Axis can be used to ensure precision
r + middle mouse button
: Snap to z Axisr + z
: Snap to z Axisr + x
: Snap to x Axisr + y
: Snap to x Axis
- Holding
shift
while modifying an object will slow the rotation for more precise control.
Rotation Point
Yellow point when selecting an object is the rotation point, or center of mass indicator
- Helpful to reset to object to ensure that rotation is easy
- Right Click → Set Origin → Origin to Geometry
Reset Rotation
Alt + R : Reset rotation to ensure axis alignment isn’t all whack when trying to adjust the position of a leaning or tilting object already in the scene
Inputs for Modeling
The following shortcuts assume that the object has been selected and is the active object prior to being pressed:
Open Add menu: shift + a
Helpful shortcut for bringing up the Add menu
Scale by Grid Unit
Press s
for scale tool, then press a numberic key on the numpad to increase the scale by that amount.
- For example, pressing
s
, then pressing8
on the numpad will expand the scale of the selected object to be as large as 8 units of the current scene’s grid
Switch Model View (Object / Edit)
Tab switches from Layout to Model view When in Edit mode:
p
: Seperate selected object into separate object
Vertices / Edges / Faces
Pressing the 1
, 2
, and 3
buttons on the keyboard will change to the corresponding view:
1
: Vertices2
: Edges3
: Faces
Bevel Model
Press ctrl + b
to enter into Bevel mode
- Pressing V while in Bevel mode tells Blender to bevel on the selected vertex
- The
middle button
scroll wheel on the mouse can be used to increase the number of points, folds, and edges to be applied before perfoming the bevel action on the object.
Knife Tool: k
- Set points over model
- Pressing
z
will cut through entire selected object rather then the face - Pressing
Enter
is needed to complete the action
Show / Hide
Pressing Alt + H will toggle hide/show for selected object and unselected objects
Duplicate: shift + d
- Pressing right click will allow you to snap it back to the original position
X-Ray: alt + z
ALT + Z turns on X-ray, then click drag for selection and it will grab everything rather only the visible parts of an object based by view
Fill In: f
- May not immediately complete the whole, will vary based on geometry
Loop Cut: ctrl + r
- Blender Manual Reference
- Select the number of cuts to make, then after making this selection the position of the cut becomes selectable
- Precision cut mode occurs first
- Mouse wheel to increase/decrease the number of cuts
- After number of cuts is determined, then the placement of those cuts is required.
- Pressing
Enter
after placing the lines where cuts are desired
- Precision cut mode occurs first
ctrl + r
: Increase # of Loop Cuts with Scroll → Scale →ctrl
and+
will expand the current selection on an object whilectrl
and-
will decrease the selection- Scale on Edges allows for the movement of multiple lines
Select Multiple Objects
- Shift + Alt + Click to select multiple
- Ctrl + Click on face to select every face in the loop
- Blender Manual Reference
- Can be tricky to achieve when we attempted to do this initially.
- If the selection just won’t happen then there is likely a topology issue occurring. The mesh may look fine to the eye, but to confirm the topology isn’t duplicated try doing Merge by distance (M → By Distance). This often helps to show how many verts/faces/etc there are and loop selection can succeed after this.
- For the source of this info, we found this Reddit thread helpful:
- If the selection just won’t happen then there is likely a topology issue occurring. The mesh may look fine to the eye, but to confirm the topology isn’t duplicated try doing Merge by distance (M → By Distance). This often helps to show how many verts/faces/etc there are and loop selection can succeed after this.
- Also recommend grabbing individual vertices and moving them around to make sure things are connected as expected.
Extrude tool: alt + e
- Other options are avaible, allowing the expandion to be more finely controlled
- Along Normals option can help when extruding is happening along unexpected axis
alt + e
when Extrude tool is engaged to open menu- Select Extrude Along Normals
- Allows for the extrude to occur along the objects oriented axis rather then applying the viewport axis to all selected objects
- Select Extrude Along Normals
Extrude Region Reference:
- https://docs.blender.org/manual/en/latest/modeling/meshes/tools/extrude_region.html
- Shortcut is E, helps with expanding surfaces
Insert tool: i
- Adds geometry onto face that is selected
Subdivide
Subdivide has a UI element that will appear, which can allow for multiple subdivisions via slider rather then multiple inputs
Proportional Editing Hotkey: o
- Anything in the circle will be impacted by selection
Texturing
The Shading tab at top of UI toolbar in Blender is where a majority of texturing controls are located.
There is also a Node editor at the bottom allows control of the material applied to the object.
Node Overview and Configuration
Array Node
Array allows for the creation of an additional object, adds it along an edge
- Increasing Count will add more duplicates
Selecting Nodes in the Outliner
shift + left click
to select multiple- Show and hide commands also work, just press
h
to hide the currently selected elements.
Solidify Node
Solidify in the AddModifier view of a selected object will let you widen the mesh, thickening it essentialls
Decimator
- Takes geometry and attempts to reduce or add meshes
Principled BSDF
This is the default material applied when creating a new material in Blender.
-
Metallic property adds metal properties to the object when rendering its surface
- This is usually 0 or 1, but can be between values for semi-metallic or reflective surfaces.
-
However, Specular (with 0 set for Roughness) will become a fully reflective glass surface when rendered
-
ctrl + l
for linking materials to multiple objects- Allows for one material to control several objects material properties
- Select the objects you wish to update first then make the very last selection be the object with the material that is desired.
Slots
The Slot dropdown menu at the bottom of the user interface allows several materials to be assigned to an object
- However, these new textures wont be applied to the object at first.
- Go into Edit mode and select the parts of the object that you want to apply the next texture to → then select assign in the slot dropdown
- Helpful hintL:
ctrl + +
expands selection outwards from current selection
Image Texture
Image Texture is a node that is connected to Base Color of the Principled BSDF
- Allows for the map to be added in, likely not highly visible in the final render
Color Ramp
Color Ramp node is essentially the gradiant option, and it works pretty muth like the most drawing software’s gradient tools. Multiple points can be added and new colors can be selected with each new point that is added.
Lighting & Compositing
Area Light
- Power controls how much light pools into the scene
- Can scale and reposition for wider exposure of light and to control the direction of the light
Create Isocam
- Addon for enforcing isometric view lock for camera placement
Point Light
- Can exist outside scene with direction pointed into the scene
- Similar controls, power for light strength and allows for color selection
Free Select Light
Shift + T : while selected on a light to grab and point freely
- Great for setting spot lights
Shade Smooth for Reducing Faces Visibility on Objects
Shade Smooth → then go to triangle side menu on right side of Blender’s user interface, and set Auto Smooth to true
.
- This is an alternative way to smooth low-poly models and give more of a painterly quality to the scene.
Render Image of Current Scene
-
F12 to render quick photo of the scene from current camera position
-
Can add filters to rendered photo to add pop or emphasze the painterly quality of the smooth shading if used
Lighting and Compositing Tips & Observations
Switching back into camera view helps a lot with ensuring lighting is being applied as expected. Lots of futz’n about in the scene to get everything looking pretty when setting up lights.
Dark scene without a lot of light requires more samples to render details accurately, but well lit scenes can get by without so many samples