Donut Tutorial

Important

This is a companion guide to Blender Guru’s foundational Donut Tutorial

Disclaimers:
Videos for this tutorial are currently hosted on Dropbox which
limits their data and may result in a video not available error.

If demand is high enough, we will increase the bandwidth or find a more suitable provider.

Note

Why make a tutorial of a tutorial?

  • Proof of Work. This is a good way to document one’s progress through complexity.

  • This is a form of a digital notebook.

  • This is a good exercise in reducing complexity into simplicity.

  • Recalling a small particular step, is a large sequence of steps, is difficult.

  • This Donut Blender companion guide aims to act as a bridge, moving users from
    ‘no recall’ to ‘rote recall’.

  • This guide is meant to be a ‘see-it-do-it’ guide, without having to pause and rewind videos.

  • This tutorial supports step by step following along, using two monitors.

  • This tutorial supports one screen setups and laptops by having vertical videos in some sections.
    Vertical Setup

  • This companion guide covers Parts 01 - 10 at this time.

  • Sphinx Documentation’s Search is only so-so, instead we suggest Cmd/Ctrl-F on the tutorial document.

  • This is an early release tutorial, please forgive typose, unclear text, etc.

The early tutorials use Short Cut VUr to display keystrokes. Most of the time. Later we use the Screen Cast Addon which is recommended for greater reliability in documentating Hot keys, Pie and Pop-Up Menus. Screencast Github
Installing Screencast Keys may be helpful in some later sections as one can match the on screen keys with one’s own keys. A bit like the bouncing ball in Karaoke.


Trouble Shooting

While learning Blender, one may get stuck in states which yield odd behaviour.
Should this occur at any time in one’s learning journey, please refer to the list below.

Trouble Shooting Checklist

  • Turn Snapping Off (Shift + Tab)

  • Turn Proportional Editing Off (O)

  • Apply Scale (Ctrl + A)

  • Set Orientation Transformation Scale => Global
    This icon looks like two arrows located at the top middle of the screen. View Transformation Orientation Menu


Part 01: The Basics

Navigation and Hotkeys

Object Mode, Edit Mode
Blender has two different modes to work in, Object and Edit Modes.
Each mode has restrictions on what commands can be delivered.
ie. ‘X’ to delete, works different in Object Mode vs. Edit Mode.
Edit mode is only available when an object is selected.

Change Resolution Scale of Interface.

  • Edit > Preferences > Interface > Resolution Scale.

Scale Resolution


Change Material Colors

Material color changes are not interactive in the early tutorial sections,
and only show when rendered (F12) for now.


Note

Collections are the equivalent to Folders.


Part 02: Object Editing

Object Editing

Command

Hotkey

Add

Shift + A

Recall ‘Operator Presets’

F9

Operator Presets

Note

  • Having an even number segments can help when unwrapping for UV’s or performing slices.

  • Having an odd number of segments may be helpful when trying to define the middle of an object.

Here we learn to ‘Apply Scale’.

Command

Hot Key

Apply Scale

Ctrl + A

Open Item Panel

N

Note

  • Here we scale the donut down from 3 meters to ~ 9 cm.

  • Blender’s default scale is in 1 meter, our Donut is around 9 centimeters.

  • The difference in scale effects the default settings of tools like radius: Proportional editing.

  • The scale should always be near to 1, 1, 1. When in doubt, Ctrl + A > Apply scale.

Apply Scale:

Apply Scale

Blender Guru: Tutorial 02, Apply Scale

We can change the shading of our object by Selecting the object and right clicking over the background.

Smooth shade is an illusion. It does not add any geometry.” - Blender Guru

Mouse

Smooth Shade

RMB over background

Flat Shade


Target Section {#target-section}

Camera Lessons

Command

Hot Key

note

1. Look Thru Camera

Numpad - 0

toggles between camera and perspective view


Command

Hot Key

note

3. Select Donut

4. Frame Selection

Press Numpad - Period ‘ . ‘

5. Set Camera Position to Perspective View

Ctrl + Alt + Numpad + 0

Extremely Useful Hot Key

The camera snaps to the donut’s position.


Simple Way to Frame a Shot

Command

Hot Key

note

Side Menu

N

View

Select

Activate ‘Camera to View’

Blue Checkbox

Set Desired Camera Frame

Pan, Rotate, Zoom

Deselect ‘Camera to View’

Or we can leave on and press Numpad ‘0’ to exit

Camera to View


Delicate Way to Frame a Shot

Note

Useful for dollying (moving towards or away from object) in fine increments.

Command

Hot Key

note

Move Camera Frame

1. Select Camera Frame

Frame & Camera turn orange

Camera must be visible

2. Activate Grab Tool

G

3. Enter Smooth Zoom Mode

Depress MMB

Perspective view, we hold Ctrl + MMB to smooth Zoom

4. Move Mouse Gently

Important

With a split screen, we can also move the camera in a secondary viewport.


Command

Hot Key

note

7. Render Camera View

F12

Check view by rendering



Subdivisions

Also known as “subd’s, subds, subsurf, subsurfaces”.

  • Subdivisions are a way to smooth our models while still maintaining control over their base wire frame / cage.

  • Subdivisions are typically added in object mode, but we can select the option to view the results in Edit mode.

  • We can toggle the visibility of the Subd’s for the viewport and the render.


Hot Key

Pie Menu

Select Mode

Ctrl + Tab

Select Mode


Proportional Editing

Command

Hot Key

note

Proportional

O

Toggle

Proportional Grab

Select ( Vertice, Edge, Face ) + O + G + Scroll MMB Up

Activate ‘O’ Before ‘G’


Scale Along Normals

Command

Hot Key

note

Move Along Normals

Alt + S

Extremely Useful Hotkey


Part 03: Modifiers

Create a Layer for Icing.

Separate by Selection

Command

Hot Key

note

Wireframe

Alt + Z

Duplicate

Shift + D

‘esc’ to drop selection back in place

Separate

P [Selection]

A Separate Layer Occurs

If the selection has been dropped, Ctrl + L (Select Linked)


Modifier: Solidify

Apply a Solidify modifier from Object Mode.

Smooth Offset with Shift + Drag


Note

The order of modifiers matters. The top modifier effects those below. Similar to order of Operations.


Apply Subdivision

Warning

Applying subdivision’s is destructive and cannot be undone. It is recommended:

  • Save As a copy of one’s un-modified Blender Project.

  • Duplicate Objects into Separate Layer before applying Subdivisions.

Prepare by Duplicating Object and Saving File > As Copy

Command

Hot Key

note

Select Object

Object Mode

Duplicate Object

Shift + D

If snapping (Shift + Tab) is on the object (prim) will appear temporarily large.

Drop Selection

RMB

Save Project

File > Save As Copy

We apply our Subdivision with a level of 1.

Command

Hot Key

note

Move Subdivision Modifier to Top

Apply Modifier

Ctrl + A while hovering over Modifier

Object Mode

Select Drop Down Arrow

Object Mode

  • What is applied is what was in the viewport, not the render level.


Part 04: Modeling

Snapping

Snapping allows us to move a vertex along the face of the surface below.

Snapping

Hot Keys

Incremental (temporary)

Ctrl

Toggle Snapping

Shift + Tab

Button to the Right of ‘Snap’

Snapping Menu

  • ( Project Individual Elements ) allows nearby vertices to also conform to the surface below.
    This acts like a radius falloff. Very important to activate.

Snapping

Hot Keys

Over Background

RMB

RMB Snapping Menue

Deformation with Snapping Activated
Deform the icing to adhere to the faces of the donut.

When wire frames do not appear as expected, when can go to Edit mode, toggle keys [ 1, 2, 3 ]
We can also toggle the ( Display Modifier in Edit Mode ) button.


Select through MESH error

When selecting a vertex, it is possible to select points on the backside.
Shift + Z for X-Ray, or Hot Key Z > Wireframe to see that no other points are selected.

Select Through Bug in Blender


Fixing Mesh Occlusion

The mesh for the icing will be occluded by the donut’s base.
So we pull the mesh forward by activating Snap, Proportional Editing and pressing ‘G’
then dropping the selection. Do not drag the mouse, or move any points.

Command

Hot Key

note

Activate Snapping

Ctrl + TAB

Activate Proportional Falloff

O

Move

G

Drop Selection

[Esc, LMB ]

Drop Selection without moving vertexes.

Repeat Where Needed

Donut Tutorial: Pull Mesh Forward


Camera Repositioning

Here we re-position the camera for a render.

The method above involves using ‘G’ to manipulate the camera.

Instead, we can easily manipulate the camera from the viewport.

Simple Way to Frame a Shot

Command

Hot Key

note

Set Camera to Current View

Ctrl + Alt + Numpad 0

Highly used Hotkey Combo

Side Menu

N

Select

View

Checkbox

Activate ‘Camera to View’

Choose the Camera Frame

Pan, Rotate, Zoom

Normal navigation

Deselect ‘Camera to View’

Or leave on and press Numpad ‘0’ to exit

Camera to View

Cons:

  • Typically we can leave the camera view by pressing the MMB to escape, now we need to press ‘Num pad 0’ or uncheck ‘Camera to View’.

  • MMB Scroll to Zoom in and out does not allow for using ‘Shift’ for smooth increments.


Render Visibility

We observe that we are accidently rendering the original cube placed our scene and not our current view.

Note

A layer can be invisible in the viewport but will still appear in the render.


References

I want to get a T-Shirt that says, ‘Reference, Reference, References’.. It is my biggest piece of advice for artists whenever they ask for feedback.” - Blender Guru

It is critical to switch to Object mode to enable the Add > Image > Reference option.

Actions

Hot Key

Switch to Object

[ Tab, Pie: Ctrl + Tab ]

Add Image to Current Viewport

Shift + A

Add Image

Add Image

Here we show three different ways of adding references.

  • | Add > Image > Background | is best used when in Front, Top, or Right viewports.

  • The background image is only visible from the chosen viewport.

  • | Add > Image > Reference | projects an image onto a plane (card) from the current view.

  • Add [ Reference, Background ] are identical if performed from the perspective or camera views.


Apply Subdivisions

Here we add additional detail by applying the Subdivision surface.

Apply Subdivison Surface

Place Subdivision Modifier at top of Stack and Apply
  • Move Edges and Apply Second Sub Division Modifier.

Apply Second Subdivision


Extrude Edges

Make drips by extruding.

Command

Hot Key

note

Extrude

E

Edit Mode

Select Edges

Shrink the middle of the donut.

Command

Hot Key

note

Select Edges

Alt + LMB

Edit Mode [ Vertices, Edges, Faces ]

Contract Edge

Alt + S

Scale Along Normals

Shrink Wrap Modifier

This is a second way to match the icing to the Donut.

Command

Hot Key

note

Shrink Wrap

Modifier

Use Eye Dropper to Pick Target

Move Modifier to top of Stack

Blender Guru, Donut Tutorial, Part 4: Shrinkwrap Modifier.


Part 05: Sculpting

Adding greater details to our icing.

Warning

SAVE COPY scene before applying modifiers.

  • Apply Modifiers from top down before we begin sculpting.

Apply Modifiers Top Down


Draw

Select the Layout Sculpting Mode Tab.

Layout Sculpt

Command

Hot Key

note

Sculpting

Pie Menu: Ctrl + Tab [ Sculpting ]

Draw, Pull [ Push ]

X, [ Ctrl + Drag ]

Grab

G

Change Radius

F

We will use this key combo in the future

Strength of Radius

Shift + F

We will use this key combo in the future

Smooth

Shift + S

Hold Shift to activate Smooth anytime

Inflate

I

Ctrl to Deflate

Show All Brushes

Pop Up: Shift + Space Bar


Inflate > Stroke > Airbrush

Inflate > Stroke > Option ‘Space’
  • With Airbrush activated, we do not need to move the mouse to inflate the mesh.

  • Observe that the ‘Active Tool’ option is identical to our ‘N’ Slide panel.

  • ‘Space’ in brushes, is the default setting which applies inflation upon cursor movement.

Inflate > Stroke > Space

Inflate using Tool > Inflate > Stroke > Space


Part 06: Rendering

Command

Hot Key

note

Snap Light to Center

Alt + G

With light selected.

Snap to Origin

  • “Clear Location”

Move light up to 3/4 Position.

Reduce Lighting Power to 20.2W

Command

Hot Key

note

Switch Rendered Mode

Z

Render Mode

Rendered

Materials

Solid

Wireframe

Render Modes


Change Viewport Display

Tip

  • Reduce the size of the camera in the viewport.

  • This does not work for lights.


Render Engines (EeVee, Cycles)

Render Engines

EeVee is the render engine that ships with Blender. Suitable for games. Cycles is a robust Ray Tracer.

Choose Render Engine

Render Engine

Increase Shadows

EeVee Shadows

Select Light, Reduce Shadow Bias

EeVee Shadows Reduce Bias

(Optional) Add Contact Shadows, depending on the scene

EeVee Contact Shadows

Add Ambient Occlusion

EeVee Ambient Occlusion

Activate Screen Space Reflections

EeVee Ambient Occlusion

  • One can also add ‘Bloom’ for a bit of glare.

Blender Guru: Part 06, Rendering - Eevee


Add Hardware Acceleration (GPU)

Add GPU’s

{root file menu }
Edit > Preferences > System > Optix.
Use CUDA if Optix is n/a.

Note

  • There are render settings for the display and for final rendering.

  • Optix uses CUDA for speed, but in Part 15, Kevin mentions benefits to not using Optix.


Render to Slots

Slots act as Snapshots so we can flip through our renders.

Command

Hot Key

note

View Slots

[ 1, 2, 3, 4, 5.. ]


Materials

Command

Hot Key

note

Select Object

LMB

Object Mode

Choose Material

Select Icon

Choose New

Select

Principled BSDF

Add Colors
  • Add Colors to the Icing.

  • Adjust the Roughness to 0.150

  • Add Color to Donut.

  • Add Color to Plane.


Subsurface Scattering

Subsurface Scattering.

Subsurface scattering allow objects to have a translucency or an apparent internal glow to themselves.

Command

Value

note

Subsurface

0.100

Subsurface Radius

0.002

Select all three by dragging down

Subsurface Color

Base Color + 0.8 Saturation

Drag Base Color to slot

Command

Hot Key

note: Drag Color Swatch to Target

Smart Copy

Shift Select

Smart Copy


Material Preview to EeVee

Make Material Setting Equivalent to EeVee.

By Selecting Scene Lights and Scene World we can access EeVee through ‘Z’ Pie Menu.


Samples and Noise

Important

More samples reduces noise but increases render times.

Label

Value

note

Samples

Set [ 100, 200 ]

These are recommended samples for this size scene.

Exploring Samples.
  • Sampling is available under render engine ‘Cycles’ but not ‘EeVee’.

  • Viewport and Render have separate Samples and Noise attributes.

Note

  • Denoise for Render Defaults to CPU, not GPU.

  • We leave the noise threshold at it default value.


Part 07: Texturing & Shading

Blender Guru - Texture

Note

Recommendation: PureRef is the standard tool for collecting reference photos.

Textures.

Real Donuts are not one solid color.
Base color, roughness value and normal map (bump mapping) are 90% of the materials you make will just use those three things.” -Blender Guru

Node Editor

Command

Hot Key

note

Add Node

Shift + A

Equivalent to ‘Add Mesh’

Cut Noodle

Ctrl + RMB

Noodle Slice

Lift Node

Ctrl + X

Pop Node


Note

Noise is one of the most commonly used Material nodes.

Actions

Adjustments

note

Add Noise Node

Connect ‘Fac’ to Base Color

Adjust Parameters

Set Scale ~ 15.0

Detail ~ 3.5

Add Noise

Adjust Noise


Command

Hot Key

note

Add Color Ramp

Adjust Scale of Ramp


Important

Add Node Wrangler

  • This allows us to isolate nodes and preview them.

Command

Hot Key

note

Preview Node

Ctrl + Shift + Select

Node Wrangler

Command

Purpose

note

Add Texture Coordinate Node

Avoids Distortion in Center

Use Object Connector

Overview (with checker node added )

Close Up

Important

With our noodles, we typically connect like colors to other like colors, except for gray and yellow, which can be mixed.

Command

Adjust: Scale, Detail

Noise texture


Bump Map

Command

Add Vector > Normal Map


Steps:

Command

Shift + A

Add Vector > Normal Map

Action

Value

Adjust Distance

1.00 -> 0.002

Adjust Distance

Important

Bump Strength Should Always be 1.0

  • Distance is given in Blender units, or 1 meter.

  • Be sure to connect Fac -> Height.


Part 08: Texture Painting

Action

Shift + A

Texture > Image Texture

Note

The Donut will turn purple or black to indicate that no texture has been assigned yet.

Use Node Search:

We can add Image Texture quickly by using the Search function.

Action

Add Texture

Add Texture to Paint On:

Action

Switch Tabs > Texture Paint

Texture Paint

Action

Value

Change Object > Edit Mode

Allows Selections to be Made

Select Paint Mode

Selections are displayed in Image Editor Window

Optional: Rearrange screen for vertical friendly viewing.

2D Mapping of 3D Surface:

Action

Paint on Texture Image in 2d and 3d views.

Paint on Texture

Breakdown:


Important

Draw Icon Be sure to click on the Draw / Paint icon (top left) in order to bring up the paint swatches.

Warning

  • Save the *image Texture File or it will be Erased.

  • On exit, Blender will offer a chance to save the file, one last time.

Action

Save Texture (*image) file:

Save *Image of Texture file.

Note

  • Overlay brightens and darkens the texture underneath it (basically increased contrast)

  • Multiply uses the dark in the layer below.

  • Add is the opposite of multiply.

Action

note

Delete Color Ramp

We will no longer need this node.

Warning

Search will not find ‘Mix Color’ Node. Might be a bug.

Action

Value

Add Mix Color Node

User Defined Blue and Red

Vertical Mode:

Connect and Adjust Mix Color Node

Action

Value

Connect A

From Donut Base Color

Connect B

From Fac (Factor) of Noise

Switch Mix

Overlay

Adjust Noise Texture

Scale: ~7.0 or to one’s liking

Adjust Mix Color

Fac: ~ 0.67 or to one’s liking

Vertical



Part 09: Geometry Nodes

Blender Guru: Part 09

Command

Action

Review our Changes from Part 08

M (mute node)

Turn on Plane, Lights, Icing

Click on Eyeball in Outliner, Select Icing

Create a New Tab Geometry Node Tab

+ Menu > Geometry Node

Close Spreadsheet Window

RMB Over Panel > Join / Cross Hair from Left Corner

Create First Geometry Node

Click ‘+ New’

Toggle Visibility

Select and Deselect Geometry Node in Modifier Stack

Make Visibility Independent of Selection in Stack

Select Pin

Vertical View


Practice Splitting Screens

Command

Combination

note

Split Screens with Cross Hairs

From a Corner, Drag a Window onto itself to split

Join Screens with Cross Hairs

Drag a Corner onto Adjacent window to merge


Create First Geometry Node and Adjust Height of Icing.

Command

Action

Value

Set Position Node

Shift + A, Search > ‘Set Position’

Manipulate Z Position

Shift + Drag on Z

Vertical View:

Command

Action

Value

Add Point to Faces

Shift + A > Point > Point on Faces

Set to 500

Set to Zero

Note

Observe:

  • The icing layer has been turned into points.

  • To preserve the layer and also have points, we need a ‘Join Geometry Node.’

Command

Action

Value

Preserve Icing Layer

Add (Shift + A) > Geometry >

Join Geometry

Breakdown of Set Position:


Create a Single Sprinkle to Reference.

Command

Action

Value

Add Cylinder

Add > Mesh > Cylinder

Reduce Vertices

Vertices

32 to 8

Scale Down

Properties or F9

Radius: 0.001 m | Depth: 0.001

Move to Side

G (Grab tool)

Numpad Keys 7, 1 for Top and Front

Scale Z

S + Z

Scale Overall

S

Widescreen:


Attach a Single Sprinkle to Instances.

“From one, come many.”

Command

Shift + A > Instances > Instances on Points

Drag Cylinder from Outliner to Graph

Connect Object Info: Geometry -> Instance

Apply Scale of Cylinder, Ctrl + A Scale

Increase Density

Wide Screen:


Rotate Cylinder 90 Degrees.

Command

Action

Rotate Cylinder, 90

R + X + Numpad (90)

Apply Rotation

Ctrl + A

Select ‘Rotation’

Widescreen


Add Euler Node (pronounced “Oiler”).

Command

Action

Connect Rotation -> Rotation

Drag Noodles

Add Rotation Node

Add > Utility > Rotate Euler

Set to Local

Widescreen

Random Value Node

Command

Action

Add Random Values to Rotation

Search ‘Random Values’

Vector: Z > 6.4 radians

Not X, Not Y

Set X, Y

0.0

Notes:
  • Random Value are given in radians (pi = 3.14 = 180 degrees)

  • Tau is equal to 2 pi. Both pi and tau can be entered as values.

  • To effect only values in the the Z, we use Random > Vectors.


Weight Paint

Blender Guru: Donut - Weight Paint

Control where sprinkles can appear on the icing.
  • Limit sprinkles on some portions of the icing.

  • Remove sprinkles from the bottom of the icing.

Prepare for Weight Painting

Steps:

Command

Action

Value

View Underneath of Icing

H - Hide Donut Base and Plane

Select Icing

*Important Step

Switch to Weight Paint Mode

Ctrl + Tab

Weight Paint

Make ‘Tool Bar’ Visible

View > Toolbar

Make ‘Tool Settings’ Visible

View > Tool Settings

Widescreen


Paint Weights

Note

The value of weights ranges between 0 - 1.

Weights Range

Steps

Command

Action

Value

Select ‘Object Data Properties’ Icon

Object Data Properties: ODP

Paint on Surface

Red where we want sprinkles.

1.00

Green for less

Strength < 1.00

Rename Vertex Groups

‘Sprinkles Density’


Add Multiply Node

Command

Action

Value

Expose Density Input to Modifiers

Noodle ‘Density’ Back to Object Info

Add Math Node

Shift + A: Utility > Math

Switch to ‘Multiply’

Change ‘Add’ > ‘Multiply’

Widescreen


Apply Vertex Weight Map to Sprinkles

Steps:

Command

Action

Value

Expose Density Value

Noodle ‘Value’ Back to ‘Group Input’

View Density in Modifier Stack

Change Values

File > Save

Toggle Input Attribute

Input Icon

Num / Text Input

Select ‘Sprinkles Density’

Input Attributes

Reboot if N/A

View Max Limits

‘N’: Group > Value

10,000

Blender Bug

You may need to restart Blender if you see a black box instead of ‘Sprinkles Density’. Be sure to SAVE.

Blender Guru, Apply Vertex Weight Map

Widescreen


Use Poisson to Reduce Clipping

Our Sprinkles intersect with one another. We can reduce this effect.

Command

Action

Value

Select Distribute Points on Faces Node

Select ‘Poisson’

Random > Poisson Disk

Noodle Connect

Density Factor -> Group Input

Noodle Connect

Density Max -> Value

In Modifier Stack

Increase Value

10,000

Adjust Radius of Clipping

Distance Min

0.0056 m

Increase Max Limit

‘N’: Group > Value

Max: 50,000

Rename Input Attributes

Density -> Weight Paint

Value -> Sprinkles Density

Widescreen



Simplify Using Multiply Node

Adjusting a slider with a value of 50,000 is very slow. So we add a multiplier of 10,000 and hide it in the Geometry nodes.

Command

Action

Add Math Node

Shift + A: Utilities > Math

Switch to ‘Multiply’

‘Add’ > ‘Multiply’

Adjust Modifier ‘Value’

Set to 100

Set Multiplier ‘Value’

Set to 10,000

Adjust ‘Value’ in Modifiers

Around 800 - 1000

Widescreen

Note

Paint Weight Value ranges from 0 - 1 but we want ‘Sprinkle Density’ to go up to 50,000.


Part 10: Random Colored Sprinkles

Blender Guru: Part 10: Random Colored Sprinkles

Edge loops offer an easy way to alter our models.
Here we use them to smooth the ends of our sprinkles.
In the real world, surfaces have bevels and not perfect 90 degree junctions.

Edge Loops

Command

Action

Value

Object Mode

Ctrl + Tab

‘Object Mode’

Select Primary Sprinkle

Add Subsurf Modifier

Ctrl + 1

Level 1 Sub D

Render [ 1 ]

Level 1

Edit Mode

Ctrl + Tab

‘Edit Mode’

Select Edge Mode

Keyboard ‘2’

Recommended but not required

Add Edge Loop

Hover, (Ctrl + R)

Use Scroll Wheel to add Loops

Add Two Loops

Scroll Mouse Forward Once + Click

Slide 2 Loops to Edge

‘S’ + ‘Y’

Creates a Bevelled Edge

View Results

Oject Mode

RMB > Shade Smooth

Over Selection

Important

Toggle Smooth Shade: Be sure to select an object, then RMB > Smooth Shade

Widescreen


Hint: How to Remove an Edge Loop:
  • In Edit Mode - we can use ‘A’ to Select All.

  • Alt + LMB to Select Edge Loop.

  • ‘X’, Select ‘Edge Loops’

Delete Edge Loops


Move Pivot

Important

Learning to work with an object’s pivot point is important for most digital software.
Blender has an ‘Origin Point’ and a ‘3d Cursor’.
The “game” involves manipulating these two points in space.

Command

Action

Move Pivot

Pie Menu: Shift + S

Pivot Menus

Example

Note: Edit Mode > Hot key ‘A’ Selects all of the Cube

Pivot Example

Center Pivot

Center Menus

Object or Edit Mode > Shift + C || Shift + S : Cursor to World Origin

Hide 3d Cursor

Hide 3d Cursor

Center Pivot

Note

Center Pivot: Object Mode > Object button > Origin to Center of [Geometry, Mass, Volume]

Important

  • Shift + S > Cursor to World Origin.
    This will “hide” the 3d Cursor at (0,0,0).

  • Shift + C. Set 3D Cursor to Origin.
    This will also return the cursor to the World Origin.


Add Variants of Sprinkle

We don’t want all our sprinkles to look alike. So we will add variations of shape and colors.

Duplicate Sprinkles

Duplicate three sprinkles and create different sizes.

Steps:

Command

Action

note

Switch: Object Mode

Ctrl + Tab, Tab

Top View

Numpad 7

Full Screen

Ctrl + Space (Optional)

Duplicate

Shift + D then X

Move along X axis

(Grab tool not needed)

Switch to Edit Mode

[ Ctrl + Tab, Tab ]

Select Bottom Face

Keyboard 3 + Select

3d Cursor to Selected

Shift + S

Object Mode

Ctrl + Tab

Origin to 3d Cursor

Object Button

> Set Origin

> Set Origin to 3D Cursor

Make More Sprinkles

Shift + D then X

Shorten Sprinkles

S + Y (Constrain on Y axis)

Scale

S

Make Them Our Own

Return 3d Cursor to World Origin

Shift + C

Widescreen


Bend Sprinkles

Next we bend our sprinkles.

Command

Action

Top View

Numpad 7

Object Mode

Select Last Sprinkle

Validate Location of Rotation

R

Origin to Center of Object

Object Button

> Set Origin

> Origin to Geometry

Edit Mode

Ctrl + Tab

Add Edge Loop

Ctrl + R, over Object

Do not confirm

Add 2 Loops

Scroll MMB Forward

Click to Confirm

Switch to Faces

Keyboard - 3

Select Loop

Alt + Select

Top View

Numpad 7

Bend along X

G + X

Porportional Editing Mode

O, Circle Dot

Switch to Wireframe

Z > Wireframe

Select Top Row

Rotate

R

Scroll MMB for Radius

Rotate Bottom Row

R

Turn Proportional Mode Off

O

Switch to Solid

Z > Solid

Switch to Object Mode

Ctrl + Tab

Note

  • If the radius for proportional falloff does not appear, just keep scrolling forward.

  • Because the default radius is in meters and our scene is small, we need to scale the radius down using the MMB.

Widescreen


Add Second Sprinkle

Add a second bent sprinkle, same methods as before but with slightly different results.


Create Instances from the Collection of Sprinkles

Instead of our Instances referencing one Sprinkle, we have them reference the collection of Sprinkles.

Steps

Command

Action

Object Mode

Practice Adding to Selection

Shift + Click

Box Selection Includes Plane

Select from Front

Numpad 1

New Collection

M

Name Collection

Sprinkles

Get Collection Info Node

Select Sprinkles Collection in Outliner

Drag Collection to Node Editor Graph

Instance Points –> Collection Info

Instance on Points: Instance

-> Collection Info: Geometry

Instance Points

Check: Pick Instance

Collection Info

Check: Reset Children

Check: Separate Children

Widescreen


We show how to multi-select and link a material to multiple objects.

Command

Action

Remove Duplicate Sprinkle

Switch to Material Review Mode

Z > Material Review

Practice Naming a Material

Apply two Materials, Delete one

Materials for all objects are based on last selection

Link Materials

Ctrl + L

Icon Box shows no. of Linked Objects to Material

Unlink Objects

Assign New Material

Use ‘x’

Box box


Add Color Ramp, Set it to Constant

Instead of assigning one color per sprinkle, if we use a random function and a Color Ramp to assign a variety of colors to any sprinkle in the collecton.

Command

Action

Hide Tools

T

Delete Material

Materials Properties Tab > ‘x’

Add New Material

Recommend Brown

Select Four Objects

(Outliner)

Select Last Object

(Outliner)

Link Materials

Ctrl + L

Name Material

‘Sprinkles’

Shading Tab

Input > Object Info

Shift + A: Input > Object Info

Noodle

Random -> Base Color

Add Color Ramp

Shift + A: Converter > Color Ramp

Add Colors

Gradient Blue to Pink

Switch

Linear > Constant

Add five colors

Blender Guru Pro Tip:

Keep Saturation below 80%.

Blender Guru Pro Tip:

Non Uniform Distribution of Colors.

Widescreen


Congratulations!

Those who made it this far have negotiated some of the most complex sequences of this tutorial. If you are reading this, it is either because you were curious and you jumped ahead, or you were determined to finish. Both traits are admirable. If it is the first, jump in. If it is the second, congratulations!