How to use random proportional editing?
$begingroup$
https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.
editing
New contributor
$endgroup$
add a comment |
$begingroup$
https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.
editing
New contributor
$endgroup$
1
$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
6 hours ago
1
$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
5 hours ago
add a comment |
$begingroup$
https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.
editing
New contributor
$endgroup$
https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.
editing
editing
New contributor
New contributor
New contributor
asked 6 hours ago
KnampfKnampf
1083
1083
New contributor
New contributor
1
$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
6 hours ago
1
$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
5 hours ago
add a comment |
1
$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
6 hours ago
1
$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
5 hours ago
1
1
$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
6 hours ago
$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
6 hours ago
1
1
$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
5 hours ago
$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
5 hours ago
add a comment |
2 Answers
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oldest
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$begingroup$
The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)
The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.
Then I selected more vertices and repeated the process. Note which vertices are affected now.
I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.
In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.
$endgroup$
$begingroup$
I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
$endgroup$
– Knampf
4 hours ago
add a comment |
$begingroup$
The way proportional editing works in Blender is:
- You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently
- You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.
Because you have selected all the vertices, they are all 100% influenced by your GZ
Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.
Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.
$endgroup$
add a comment |
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2 Answers
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$begingroup$
The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)
The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.
Then I selected more vertices and repeated the process. Note which vertices are affected now.
I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.
In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.
$endgroup$
$begingroup$
I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
$endgroup$
– Knampf
4 hours ago
add a comment |
$begingroup$
The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)
The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.
Then I selected more vertices and repeated the process. Note which vertices are affected now.
I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.
In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.
$endgroup$
$begingroup$
I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
$endgroup$
– Knampf
4 hours ago
add a comment |
$begingroup$
The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)
The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.
Then I selected more vertices and repeated the process. Note which vertices are affected now.
I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.
In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.
$endgroup$
The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)
The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.
Then I selected more vertices and repeated the process. Note which vertices are affected now.
I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.
In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.
answered 4 hours ago
robrob
8311616
8311616
$begingroup$
I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
$endgroup$
– Knampf
4 hours ago
add a comment |
$begingroup$
I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
$endgroup$
– Knampf
4 hours ago
$begingroup$
I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
$endgroup$
– Knampf
4 hours ago
$begingroup$
I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
$endgroup$
– Knampf
4 hours ago
add a comment |
$begingroup$
The way proportional editing works in Blender is:
- You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently
- You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.
Because you have selected all the vertices, they are all 100% influenced by your GZ
Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.
Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.
$endgroup$
add a comment |
$begingroup$
The way proportional editing works in Blender is:
- You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently
- You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.
Because you have selected all the vertices, they are all 100% influenced by your GZ
Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.
Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.
$endgroup$
add a comment |
$begingroup$
The way proportional editing works in Blender is:
- You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently
- You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.
Because you have selected all the vertices, they are all 100% influenced by your GZ
Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.
Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.
$endgroup$
The way proportional editing works in Blender is:
- You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently
- You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.
Because you have selected all the vertices, they are all 100% influenced by your GZ
Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.
Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.
edited 26 mins ago
answered 2 hours ago
Robin BettsRobin Betts
6,7071628
6,7071628
add a comment |
add a comment |
Knampf is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
6 hours ago
1
$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
5 hours ago