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On this page
  • Overview
  • Converting to geometry
  • List of modifiers
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  1. Documentation
  2. Design process
  3. Design mode

Modifiers

PreviousLight sourcesNextArray Linear

Last updated 2 months ago

Overview

Modifiers are tools used to procedurally alter the geometry of objects in a non-destructive manner. They allow for dynamic adjustments and efficient modeling workflows by applying transformations, duplications, and shape modifications without permanently affecting the base mesh. Modifiers can be stacked and combined to achieve complex designs while maintaining flexibility for future edits.

A modifier functions as a group, meaning it can be applied to multiple objects simultaneously. Additionally, one modifier can be applied to another, allowing for complex, layered transformations.

The effect of a modifier can be temporarily disabled without removing it, providing flexibility in testing different configurations:

To remove a modifier without deleting its contents, open the context menu and select Ungroup Ctrl+Shift+G

Converting to geometry

Any modifier can be converted into geometry, preventing the system from recalculating operations each time, which improves performance while working in Studio.

This is especially recommended for modifiers such as Subdivide, Boolean, and Bevel.

Converting Array and Symmetry modifiers into geometry will result in instances rather than independent objects. The geometry of these instances remains linked, meaning they do not increase the overall polygon count while still behaving as duplicated elements of the original object.

Conversion is relevant only for Studio and does not affect the web viewer

List of modifiers

Type
Description

Creates multiple instances of an object along a straight line with adjustable spacing and count parameters.

Duplicates an object around a central point, allowing control over the number of copies, rotation, and distribution radius.

Generates a grid-based duplication pattern with customizable rows, columns, and depth settings.

Uses another object as a reference to distribute instances along its surface.

Divides the geometry into smaller segments, increasing mesh density for smoother deformations.

Adds chamfered edges to a model by smoothing sharp corners and refining geometry.

Applies random transformations to objects, including position, rotation, and scale, for more organic variations.

Mirrors an object along a chosen axis, ensuring that modifications on one side are automatically reflected on the other.

Performs operations between two objects, such as union, subtraction, and intersection, to create complex shapes.

Array Linear
Array Radial
Array Grid
Array Object
Subdivide
Bevel
Randomize
Symmetry
Boolean