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Grafikusok honlapja:


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GPU rendering: with NVIDIA cards, only

Waiting que:


  • a: all
  • b: box selection / middle: deselect
  • c: circle select /middle: deselect
  • control+rightclick, after selection: connect the two selected elements and select the path
  • alt+rightclick: select edge loop
    shift+alt+rightclick: continue selected loop, if you want


  • ctrl+leftClick: extrude follow the mouse direction
  • shift+r: repeat last action. (for example: grab)
  • m: move to layer
  • alt+s: scale reset and scale. Alt+r: rotate reset and rotate…
  • shift: at scaling, it gives a finer/slower scaling effect
  • z: switch wireframe, and back
  • shift+z: switch to render mode, and back
  • shift + c:  3d cursor to the center
  • shift+space: hide/show property panel
  • ctrl+l: Obj mode, select more object, the last one with material+node settings: ctrl+l, link same material
  • Render panel/Sampling/Samples: set 100, no 1o
  • ctrl+j: join objects
  • ctrl+alt+q: quad view
  • w: special menu, subdivide: split an edge with a new vertice
  • alt+m: merge, vertices
  • select camera. G = grab tool, G+mid mouse button = front back. shift+F free camera. R = rotate. That enough. Try ctrl + alt + num0 for quick placing the camera to 3d view.
  • Set object to the center:
    Shift+S > Cursor to center (if it isn’t already) then in Object mode > menu Object > Transform > Origin to 3D cursor. As for rotation: CTRL+A > Rotationsnap the origin to the cursor: ctrl+shift+alt+c
  • add ons/3d print toolbox: it can fixes normal problems, duplicated vertices and other things.
  • control+tab, in edit mode:  mesh select tool, vertex/edge/face,
  • select an edge – control+leftClick create a new edge.
  • node editor:  shift + left mouse click create a new point on white connection lines
  • gx1 – move on x axis with one unit
  • in vertex paint mode Shift+K apply the color for all body
  • c – circle select
  • Edit mode, alt+m: merge two vertices
  • Ctrl+r: loop
  • Ctrl+J: join meshes to one mesh, Ctrl+e: menu/bridge edge loop: join two separated loops


  • Alt+F10 full screen
    • T: turn on Tool shelv
    • N: property palette
    • numpad 5: ortographic mode, no torsion. In perspective mode I can’t zoom into the object
    • matcap: clay like display, better details
    • modifier tool: add on, shipped with blender
  • Alt+F9: no window frame
  • shift+space: maximize 3d viewport
  • user preferences/rotate around selection
  • pie menu: user preferences/addons
  • short note on screen: press down D and draw with left mouse button
  • b in edit mode: box select


  • create holes – del the cube and create a plane, subdivide it.
    • vertice delete:
      • delete a vertice
      • select edges around the hole
      • Alt+shift+S   to sphere:  Mesh/transform/To sphere
    • mesh/vertices/bevel:
      • select a vertice
      • control+shift+B and LMB click pull
      • subdivide it and delete the middle vertex
      • Alt+shift+S: to sphere
    • Create a plane, subdivide it to 10 parts,
      • delete faces in a box from the middle with 4 vertices per side
      • insert a circe,
      • select edge loops of the circle and the inner box edges
      • connect them with: Mesh/edges/Bridge Edge loops
    • Boolean: use a cube
      • insert a cylinder, and put some part of it into the cube
      • select cube
      • Modifier/add modifier/boolean/difference, and select the cylinder – it will cut off the cylinder from the box
  • wooden cup
    • set cycles render
    • new file, delete the cube: x
    • add Mesh/UV Sphere
    • go to Edit mode, Wireframe
      • View/Front, View/Ortho
      • A: deselect everything
      • b: select top vertices: cut off the upper part
      • b: select bottom vertices: scale it to zero in Z
      • create the cup shape
        • Select/random
        • Scale 1.02
    • Object mode, Solid view
    • Smooth button
    • Add thickness:
      • Object Modifiers button/Solidify,
      • Thickness: 0.15
      • More smooth:
        Object Modifiers / Subdivision surface
        view = 2, render = 2
    • Add Mesh/Plane to bottom of the cup and scale it
      • set material
      • switch to cycles render
      • use nodes button: set orange color
    • Move the lamp over the cup (front, right side view)
      • Click object data button (third from the material button)
      • size = 3, strength: 3000
    • View/select camera
      • View/properties (N): Lock camera to view
    • Switch to compositing layout
    • Right click on the cup,  Material button/New button
    • click the little dot next to Color / image texture
    • Open the previously downloaded wooden image file
    • switch to Edit mode
    • A: deselect, A again: select everything
    • Mesh / UV Unwrap/Unwrap
    • on left/down part, select image button/select wooden image file
    • Set Texture mode (instead of Solid) to see the result
    • Add depth in Node editor:
      • select Shader Nodes (sphere icon)
      • Color output to displace output
    • Switch back to default layout
    • In render menu set higher render step
    • Render button – F: save the image to file (mouse is over the image)
  • Bisect – create stone elements (and article about it)
    • open a default blender file with one cube
    • subdivide it with high smooth value to reform the cube to a sphere
    • select all vertices in your object (bisect works only if you have selected points)
    • search ‘bisect’ in spacebar menu: you can cut as a sword the objects.
    • press F6 to set bisect options
    • cut up your object


  • Mesh|Object / snap menu: Shift-S: set 3D cursor
    • ctrl-shift-alt-C: set origin to cursor
  • i – inset
  • e – extrude
  • f – fill empy area to create a face
  • control+b   bevel the selected edge
  • to sphere (shift+alt+S, spacebar – to sphere)
  • knife tool
  • difference – cut hole
  • edit mode:  a    select-deselect vertices
  • edit mode: b    switch to select with mouse cursor in edit mode
    edit mode: random + scale 1.02 – distort the surface
  • edit mode: z,  press it sometimes: select only visible icon
  •  Numpad
    • 5 ortho
    • .   scale to the current object
    • 0 camera perspective
  • Edit mode, select face


  • T – toolbox
  • N – properties
  • Shift+F1 – file menu
  • + – buttons: zoom in/out
  • Shift + S : snap menu
  • numpad .    zoom to selected item
  • S – scale + x/y/z:  scale only in one direction
  • sx5 – scale, x, 5 times: scale the object
  • gz2 – grab, z axis, two unit
  • tab edit mode-object mode
  • Edit mode, Face select: I, create a smaller element + depth: embedding into the body
  • Edit mode: ctrl+r  cut the object
  • in wireframe mode you can select edges/vertices over the object, through the object
    middle click: deselect. circle select is powerful for face selection
  • shift+tab: snapping turn on
    press G and move object to snap


  • w – show special menu in edit mode
  • shift+c: the selected object to the center, screen positioning
  • set origin:
    • select the face
    • shift + s / cursor to selected
    • transform menu:
  • alt+d : duplicate object

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