Blender For Dummies. Jason van Gumster

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your scene like you might normally do with your mouse. You use the 8, 4, 6, and 2 keys on the numeric keypad. Numpad 8 and Numpad 2 orbit the view towards and away, respectively, whereas Numpad 4 and Numpad 6 orbit it left and right. By default, Blender does these rotations in 15-degree increments, but you adjust this amount to be more fine or coarse in Preferences in the Navigation section with the value labeled Rotation Angle. Orbiting with the Numpad is a nice way to get a quick turntable view of a scene, particularly if you have your View rotation set to Trackball in Preferences. You can also pan the view by pressing Ctrl in combination with any of these buttons. For example, Ctrl+Numpad 4 and Ctrl+Numpad 6 pan the view left and right. You can even zoom the view by using the Numpad Plus (+) and Numpad Minus (–) keys.

      Two more useful hotkeys are on the numeric keypad: Numpad Slash (/) and Numpad Dot (.). These keys are somewhat more esoteric than the other keys, but they definitely come in handy.

      Of the two, I tend to use Numpad Slash the most. Pressing Numpad Slash (/) toggles what Blender calls Local View. Basically, Local View hides everything in your scene except for the object or objects you’ve selected. Local View is really helpful for temporarily isolating a single object or set of objects in a complex scene so that you can work on it without anything else getting in your way.

      The Numpad Dot (.) hotkey also comes in handy when you want to focus on a specific part of your scene. Pressing Numpad Dot (.) centers the objects you’ve selected in the 3D Viewport. Centering is particularly useful if you’ve rotated or panned everything out of sight, and you want to bring your selected objects back into view.

      One other key worth mentioning, although it’s not exactly on the numeric keypad, is the Home key. Whereas using Numpad Dot (.) brings your selected objects into view, pressing Home zooms your view back until all objects in your scene are visible in the 3D Viewport. Home is a very convenient key for getting an overall idea of what’s going on in your scene.

      Ways to see your 3D scene

      There are four possible viewport shading types:

        Wireframe: This viewport shading type shows the objects in your scene as transparent line-drawings. The wireframe viewport shading type is a good quick way to get an idea of the structure of your models. And because Wireframe is a bunch of lines, Blender doesn’t have to worry about shading and, therefore, doesn’t tax your computer’s processor as much. On older computers, Blender is a lot more responsive using Wireframe than any of the other viewport shading types.

        Solid: Solid is the default viewport shading type that Blender starts with. Solid is usually the standard mode for working in Blender. It’s the shading type that allows you to focus on just the geometry of your model without being distracted by materials or scene lighting.

        Look Dev: Short for “look development,” Look Dev is a process in computer graphics where you focus on creating the materials and shaders on your objects, their “look.” Sometimes this process is also called surfacing your objects. Blender’s Look Dev viewport shading type attempts to faithfully show you what your object looks like when textured and lit. Do note that the default behavior is not to use the lighting from your scene, but instead you have the option to light your scene using an assortment of different lighting scenarios, defined by high dynamic range images, or HDRIs.

        Rendered: As you might expect, this viewport shading type renders your scene in the 3D Viewport from whatever arbitrary perspective you want. Depending on the complexity of your scene, this is a great way to get a very accurate preview of your final rendered images.Fair warning: the Rendered viewport shading type can be extremely slow when using the Cycles renderer. It’s much more responsive when using Eevee. See Chapter 16 for more on the differences between Cycles and Eevee.

      

You can also change viewport shading types by pressing Z to reveal a shading pie menu. The options here are the same as the shading types described in the previous paragraph. The only difference is that they’re faster to access by using the pie layout. Figure 2-5 has the pie menu of viewport shading types on the right side.

Image described by caption and surrounding text.

      FIGURE 2-5: Viewport shading types from the 3D Viewport’s header (left) and from a pie menu (right).

      Selecting objects

      How you select objects used to be one of the most controversial design decisions in Blender’s interface: In nearly every other program, you select things — be they text, 3D objects, files, or whatever — by left-clicking them. In the past, this was not the case in Blender. We used to select with right-click. See the “Why Right-click Select?” sidebar for more on why this used to be the case.

      In the modern default behavior for Blender, however, selection is how you would expect. Left-click on any object in your scene and it becomes selected. Shift+left-click another object and it’s added to your selection set. Shift+left-click it again, and it’s removed from the selection. Nice and easy.

      Taking advantage of the 3D cursor

      Icon depicting 3D cursor. “Okay,” you say, “What’s with this funky crosshair in the middle of my 3D Viewport? It seems pretty useless.”

      WHY RIGHT-CLICK SELECT?

      So why in the world did older versions of Blender have right-click to select as the default behavior? Left-clicking was bound to placing Blender’s 3D cursor. I talk more about the 3D cursor later in this chapter, but in the meantime, you’re probably thinking, “But why?”

      Although right-clicking to select certainly seems strange, there is actually a good reason for choosing to do it this way. This design decision wasn’t made at random or

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