See a parametric 2D circle with inner and outer radius. You could even control radius with an additional Displace Modifier. Here is a "Parametric Sphere" made from a single vertex mesh and two Screw modifiers. This will obviously not work flawlessly for every situation, you won't always be able to achieve every end goal without some destructive steps in between (like applying some modifiers, or manual modelling), but be inventive and you can save a lot of time in the long run. Bezier curve objects despite being limited in the type of modifiers they can accept, are also versatile for extrusion based geometries, like piping, tubes, frameworks, or structures, providing a degree of adjustment from its native parametric properties. Use not only modifiers to your advantage, but extend this to other tools as well, like constrains, drivers, shapekyes etc., and you can go a long way in creating easily editable "parametric objects". This is what is often called a "non-destructive workflow", the poorman's parametric workflow, where modifiers are kept "live" so they can be easily adjusted at a later time. Adjust height from the Solidify Thickness and segments from the Screw Steps. Now you can control the properties from the modifier stack instead. You now have a "Parametric Cylinder" you can easily adjust the number of segments and height of. Start with a plane, for example, then delete all but one edge, make sure one vertex is at $$ and the other at something helpful like $$.Īdd a Screw Modifier to it, then a Solidify Modifier. If you need to, say, easily change the number segments of a cylinder, or frequently adjust its height, then rather than add a default mesh cylinder primitive from the regular Add menu, it would be smart to build a parametric one from scratch with modifiers instead.Ĭreate a simple single edge mesh with no actual faces whatsoever. This is where modifiers come in, they provide what is often called "non-destructive modeling". If you foresee the need to adjust geometry properties after the fact, or edit parameters frequently, rather than using default pre-made primitives, manually build objects yourself in a way that allows tweaking needed parameters easily. In an attempt to not leave you empty handed I'll try to present an alternative workflow: Be smart, plan ahead, use modifiers to your advantage. You can press F9 to bring back the popup dialog right after an operation that is before any other action that registers an undo step is taken, after that objects (or operations) become regular "static" geometries and lose any adjustable parameters they had. blend files (missing images) on KatsBits.As already mentioned in other answers you can't edit operator options after the fact, Blender doesn't have native "parametric primitives" or an editable "construction history" yet. Yes, this could be extremely tedious depending on the size of your project, but until Blender introduces a built-in way to convert old models to the new materials system this is what we're stuck with, apparently.įor more information on this issue, see Opening old. Now repeat this process for every material in the project. Depending on how well named the materials and textures are, you may have to use a bit of trial and error to figure out which texture goes where. Finally, click the image dropdown below the base color, and select the correct texture for the material you have selected. Next, click the small button to the right of the "Base Color", and click "Image Texture". Select the model you want to fix, then in the properties editor go to the materials tab, select a material to fix, and click "Use Nodes". To fix this, you will need to manually re-assign textures to their appropriate materials in the project. As a consequence of this (and perhaps also as a result of some missing backwards compatibility features in Blender 2.8), image-based materials created in older versions of blender get replaced with plain, solid-color materials with no textures when opened in Blender 2.8. Blender 2.8 uses an entirely different materials system from previous versions.
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