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Bounty Ended with 500 reputation awarded by jachym michal
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jachym michal
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Okay, modifiers enthusiasts, let's have a good one.

  • Add a plane in the center of the world. Go into Edit mode. In the Mesh menu, choose Merge > At Center.

Now we have a unique vertex on $0,0,0$

  • Add a Displace modifier. Set its direction to X.
  • Add a Screw modifier, set axis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right-click on the Screw value field, choose Copy as New Driver. Right-click in the Displace modifier Strength field, choose Paste Driver. Right-click again there and choose Edit Driver, change the driver type to Scripted Expression and set it to - screw_offset.

Now we have a line with $9$ vertices centered along the X axis.

enter image description here

  • Add a Screw modifier. Set Angle to $0$, axis to Z and Steps to $32$. Set the Screw value to $10$.
  • Add a Displace modifier along the Z direction.
  • Right-click on the previous Screw modifier value field and choose Copy as New Driver, right-click on the last displace strength field and choose Paste Driver. Right-click again, choose Edit Driver, change driver type to Scripted Expression, set - screw_offset.

Now we have a band centered along X and Y axis :

enter image description here

  • Add a Displace modifier, set the Direction to Y, Strength to $2$
  • Add a Simple Deform, set to Stretch 0, along Z, with a factor of $-0.40$

enter image description here

  • Add a Simple Deform, set to Twist, along Z, with and Angle of $360°$
  • Add an Empty in the origin.
  • Add an Array modifier, set the count to $6$, uncheck Relative Offset, check Object Offset and set your empty.
  • Right-click the Array Count, choose Copy as New Driver. Go to your Empty's transforms, right-click the Z rotation and choose Paste Driver. Right-click again and choose Edit Driver. Set driver type to Scripted Expression and type 2*pi/count so that the angle is in radians.

We have so far some sort of pinecone. Tweak the first Screw offset so that there is no overlapping mesh when you add a lot of array count.

enter image description here

  • Add a Cast modifier, set it to Sphere (default), set the Strength to $1$
  • Add a Subdivision Surface modifier, set the strength to $2$
  • Add a Solidify modifier, thickness to $0.1$
  • Add a nice shiny material to it.

Final result:

enter image description here

enter image description here

<img src=https://blend-exchange.giantcowfilms.com/embedImage.png?bid=qZYLMnlB />

Okay, modifiers enthusiasts, let's have a good one.

  • Add a plane in the center of the world. Go into Edit mode. In the Mesh menu, choose Merge > At Center.

Now we have a unique vertex on $0,0,0$

  • Add a Displace modifier. Set its direction to X.
  • Add a Screw modifier, set axis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right-click on the Screw value field, choose Copy as New Driver. Right-click in the Displace modifier Strength field, choose Paste Driver. Right-click again there and choose Edit Driver, change the driver type to Scripted Expression and set it to - screw_offset.

Now we have a line with $9$ vertices centered along the X axis.

enter image description here

  • Add a Screw modifier. Set Angle to $0$, axis to Z and Steps to $32$. Set the Screw value to $10$.
  • Add a Displace modifier along the Z direction.
  • Right-click on the previous Screw modifier value field and choose Copy as New Driver, right-click on the last displace strength field and choose Paste Driver. Right-click again, choose Edit Driver, change driver type to Scripted Expression, set - screw_offset.

Now we have a band centered along X and Y axis :

enter image description here

  • Add a Displace modifier, set the Direction to Y, Strength to $2$
  • Add a Simple Deform, set to Stretch 0, along Z, with a factor of $-0.40$

enter image description here

  • Add a Simple Deform, set to Twist, along Z, with and Angle of $360°$
  • Add an Empty in the origin.
  • Add an Array modifier, set the count to $6$, uncheck Relative Offset, check Object Offset and set your empty.
  • Right-click the Array Count, choose Copy as New Driver. Go to your Empty's transforms, right-click the Z rotation and choose Paste Driver. Right-click again and choose Edit Driver. Set driver type to Scripted Expression and type 2*pi/count so that the angle is in radians.

We have so far some sort of pinecone. Tweak the first Screw offset so that there is no overlapping mesh when you add a lot of array count.

enter image description here

  • Add a Cast modifier, set it to Sphere (default), set the Strength to $1$
  • Add a Subdivision Surface modifier, set the strength to $2$
  • Add a Solidify modifier, thickness to $0.1$
  • Add a nice shiny material to it.

Final result:

enter image description here

enter image description here

<img src=https://blend-exchange.giantcowfilms.com/embedImage.png?bid=qZYLMnlB />

Okay, modifiers enthusiasts, let's have a good one.

  • Add a plane in the center of the world. Go into Edit mode. In the Mesh menu, choose Merge > At Center.

Now we have a unique vertex on $0,0,0$

  • Add a Displace modifier. Set its direction to X.
  • Add a Screw modifier, set axis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right-click on the Screw value field, choose Copy as New Driver. Right-click in the Displace modifier Strength field, choose Paste Driver. Right-click again there and choose Edit Driver, change the driver type to Scripted Expression and set it to - screw_offset.

Now we have a line with $9$ vertices centered along the X axis.

enter image description here

  • Add a Screw modifier. Set Angle to $0$, axis to Z and Steps to $32$. Set the Screw value to $10$.
  • Add a Displace modifier along the Z direction.
  • Right-click on the previous Screw modifier value field and choose Copy as New Driver, right-click on the last displace strength field and choose Paste Driver. Right-click again, choose Edit Driver, change driver type to Scripted Expression, set - screw_offset.

Now we have a band centered along X and Y axis :

enter image description here

  • Add a Displace modifier, set the Direction to Y, Strength to $2$
  • Add a Simple Deform, set to Stretch 0, along Z, with a factor of $-0.40$

enter image description here

  • Add a Simple Deform, set to Twist, along Z, with and Angle of $360°$
  • Add an Empty in the origin.
  • Add an Array modifier, set the count to $6$, uncheck Relative Offset, check Object Offset and set your empty.
  • Right-click the Array Count, choose Copy as New Driver. Go to your Empty's transforms, right-click the Z rotation and choose Paste Driver. Right-click again and choose Edit Driver. Set driver type to Scripted Expression and type 2*pi/count so that the angle is in radians.

We have so far some sort of pinecone. Tweak the first Screw offset so that there is no overlapping mesh when you add a lot of array count.

enter image description here

  • Add a Cast modifier, set it to Sphere (default), set the Strength to $1$
  • Add a Subdivision Surface modifier, set the strength to $2$
  • Add a Solidify modifier, thickness to $0.1$
  • Add a nice shiny material to it.

Final result:

enter image description here

enter image description here

replaced right-click to merge at center with menu > merge > center. added italics to modifiers, changed some terminology to be more in line with Blender, changed "right click" to "right-click".
Source Link
  • Add a plane in the center of the world. Go into Edit mode. In the MeshMesh menu, choose Merge > At CenterMerge > At Center.

Now we have a unique vertex on 0,0,0$0,0,0$

  • Add a Displace modifier. Set its direction to X.
  • Add a Screw modifier, set axis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right-click on the Screw value field, choose "Copy as New Driver"Copy as New Driver. Right-click in the Displace modifier strengthStrength field, choose "Paste Driver"Paste Driver. Right-click again there and choose "Edit Driver"Edit Driver, change the driver type to "Scripted Expression"Scripted Expression and set it to "- screw_offset"- screw_offset.

Now we have a line with 9$9$ vertices centered along the X axis.

  • Add a Screw modifier. Set angleAngle to 0$0$, axis to Z and stepsSteps to 32$32$. Set the screwScrew value to 10$10$.
  • Add a Displace modifier along the Z direction.
  • Right-click on the previous Screw modifier value field and choose "Copy as New Driver"Copy as New Driver, right-click on the last displace strength field and choose "Paste Driver"Paste Driver. Right-click again, choose "Edit Driver"Edit Driver, change driver type to "Scripted Expression"Scripted Expression, set "- screw_offset"- screw_offset.
  • Add a Displace modifier, set the directionDirection to Y, strengthStrength to 2$2$
  • Add a Simple Deform, set to _Stretch_0Stretch 0, along Z, with a factor of -0.40$-0.40$
  • Add a Simple Deform, set to Twist, along Z, with and angleAngle of 360°$360°$
  • Add an Empty in the origin.
  • Add an Array modifier, set the count to 6$6$, uncheck Relative OffsetRelative Offset, check Object OffsetObject Offset and set your Emptyempty.
  • Right-click the Array countArray Count, choose "Copy as New Driver"Copy as New Driver. Go to your Empty's transforms, right-click the Z rotation and choose "Paste Driver"Paste Driver. Right-click again and choose "Edit Driver"Edit Driver. Set driver type to Scripted Expression and type "2*pi/count"2*pi/count so that the angle is in radians.
  • Add a Cast modifier, set it to Sphere (default), set the StrengthStrength to 1$1$
  • Add a Subdivision Surface modifier, set the strength to 2$2$
  • Add a Solidify modifier, thickness to 0.1$0.1$
  • Add a nice shiny material to it. Final result : enter image description here

Final result:

enter image description here

enter image description here

<img src=https://blend-exchange.giantcowfilms.com/embedImage.png?bid=qZYLMnlB />

  • Add a plane in the center of the world. Go into Edit mode. In the Mesh menu, choose Merge > At Center.

Now we have a unique vertex on 0,0,0

  • Add a Displace modifier. Set its direction to X.
  • Add a Screw modifier, set axis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right-click on the Screw value field, choose "Copy as New Driver". Right-click in the Displace modifier strength field, choose "Paste Driver". Right-click again there and choose "Edit Driver", change the driver type to "Scripted Expression" and set it to "- screw_offset".

Now we have a line with 9 vertices centered along the X axis.

  • Add a Screw modifier. Set angle to 0, axis to Z and steps to 32. Set the screw value to 10.
  • Add a Displace modifier along the Z direction.
  • Right-click on the previous Screw modifier value field and choose "Copy as New Driver", right-click on the last displace strength field and choose "Paste Driver". Right-click again, choose "Edit Driver", change driver type to "Scripted Expression", set "- screw_offset"
  • Add a Displace modifier, set the direction to Y, strength to 2
  • Add a Simple Deform, set to _Stretch_0, along Z, with a factor of -0.40
  • Add a Simple Deform, set to Twist, along Z, with and angle of 360°
  • Add an Empty in the origin.
  • Add an Array modifier, set the count to 6, uncheck Relative Offset, check Object Offset and set your Empty.
  • Right-click the Array count, choose "Copy as New Driver". Go to your Empty's transforms, right-click the Z rotation and choose "Paste Driver". Right-click again and choose "Edit Driver". Set driver type to Scripted Expression and type "2*pi/count" so that the angle is in radians.
  • Add a Cast modifier, set it to Sphere (default), set the Strength to 1
  • Add a Subdivision Surface modifier, set the strength to 2
  • Add a Solidify modifier, thickness to 0.1
  • Add a nice shiny material to it. Final result : enter image description here

enter image description here

  • Add a plane in the center of the world. Go into Edit mode. In the Mesh menu, choose Merge > At Center.

Now we have a unique vertex on $0,0,0$

  • Add a Displace modifier. Set its direction to X.
  • Add a Screw modifier, set axis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right-click on the Screw value field, choose Copy as New Driver. Right-click in the Displace modifier Strength field, choose Paste Driver. Right-click again there and choose Edit Driver, change the driver type to Scripted Expression and set it to - screw_offset.

Now we have a line with $9$ vertices centered along the X axis.

  • Add a Screw modifier. Set Angle to $0$, axis to Z and Steps to $32$. Set the Screw value to $10$.
  • Add a Displace modifier along the Z direction.
  • Right-click on the previous Screw modifier value field and choose Copy as New Driver, right-click on the last displace strength field and choose Paste Driver. Right-click again, choose Edit Driver, change driver type to Scripted Expression, set - screw_offset.
  • Add a Displace modifier, set the Direction to Y, Strength to $2$
  • Add a Simple Deform, set to Stretch 0, along Z, with a factor of $-0.40$
  • Add a Simple Deform, set to Twist, along Z, with and Angle of $360°$
  • Add an Empty in the origin.
  • Add an Array modifier, set the count to $6$, uncheck Relative Offset, check Object Offset and set your empty.
  • Right-click the Array Count, choose Copy as New Driver. Go to your Empty's transforms, right-click the Z rotation and choose Paste Driver. Right-click again and choose Edit Driver. Set driver type to Scripted Expression and type 2*pi/count so that the angle is in radians.
  • Add a Cast modifier, set it to Sphere (default), set the Strength to $1$
  • Add a Subdivision Surface modifier, set the strength to $2$
  • Add a Solidify modifier, thickness to $0.1$
  • Add a nice shiny material to it.

Final result:

enter image description here

enter image description here

<img src=https://blend-exchange.giantcowfilms.com/embedImage.png?bid=qZYLMnlB />

replaced right-click to merge at center with menu > merge > center. added italics to modifiers, changed some terminology to be more in line with Blender, changed "right click" to "right-click".
Source Link

Okay, modifiers enthusiasts, let's have a good one.

  • Add a plane in the center of the world. Go into editEdit mode. Right Click >In the Mesh menu, choose Merge vertices > At centerCenter.

Now we have a unique vertex on 0,0,0

  • Add a displaceDisplace modifier. Set its direction to X.
  • Add a screwScrew modifier, set the directionaxis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right click-click on the screwScrew value field, choose "Copy as newNew Driver". Right click-click in the displaceDisplace modifier strength field, choose "Paste Driver". Right click-click again there and choose "Edit driver"Driver", change the evaluationdriver type to "Scripted Expression" and set it to "- screw_offset".

Now we have a line with 9 vertices centered along the xX axis.

enter image description here

  • Add a screwScrew modifier. Set angle to 0, axis to Z and steps to 32. Set the screw value to 10.
  • Add a displaceDisplace modifier along the Z direction.
  • Right-click on the previous screwScrew modifier value field and choose "copy"Copy as new driver"New Driver", right click-click on the last displace strength field and choose paste driver"Paste Driver". Right click-click again, edit driverchoose "Edit Driver", change driver type to scripted expression"Scripted Expression", set "- screw_offset"

Now we have a band centered along xX and yY axis :

enter image description here

  • Add a displaceDisplace modifier, set the direction to Y, strength to 2
  • Add a simple deformSimple Deform, set to stretch_Stretch_0, along Z, with a factor of -0.40

enter image description here

  • Add a simple deformSimple Deform, set to twistTwist, along Z, with and angle of 360°
  • Add an emptyEmpty in the origin.
  • Add an arrayArray modifier, set the count to 6, uncheck relative offsetRelative Offset, check object offsetObject Offset and set your emptyEmpty.
  • Right click-click the arrayArray count, choose "Copy as new driver"New Driver". Go to your empty'sEmpty's transforms, right click-click the Z rotation and choose "Paste driver"Driver". Right click-click again and edit the driverchoose "Edit Driver". Choose scripted expressionSet driver type to Scripted Expression and type "2*pi/count" so that the angle is in radians.

We have so far some sort of pinecone. Tweak the first screwScrew offset so that there is no overlapping mesh when you add a lot of array count.

enter image description here

  • Add a castCast modifier, set it to sphereSphere (default), set the strengthStrength to 1
  • Add a subdivisionSubdivision Surface modifier, set the strength to 2
  • Add a solidifySolidify modifier, thickness to 0.1
  • Add a nice shiny material to it. Final result : enter image description here

enter image description here

Okay, modifiers enthusiasts, let's have a good one.

  • Add a plane in the center of the world. Go into edit mode. Right Click > Merge vertices > At center.

Now we have a unique vertex on 0,0,0

  • Add a displace modifier. Set its direction to X.
  • Add a screw modifier, set the direction to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right click on the screw value field, choose "Copy as new Driver". Right click in the displace modifier strength field, choose "Paste Driver". Right click again there and choose "Edit driver", change the evaluation to "Scripted Expression" and set it to "- screw_offset".

Now we have a line with 9 vertices centered along the x axis.

enter image description here

  • Add a screw modifier. Set angle to 0, axis to Z and steps to 32. Set the screw value to 10.
  • Add a displace modifier along the Z direction.
  • Right-click on the previous screw value field and choose "copy as new driver", right click on the last displace strength field and choose paste driver. Right click again, edit driver, change to scripted expression, set "- screw_offset"

Now we have a band centered along x and y axis :

enter image description here

  • Add a displace modifier, set the direction to Y, strength to 2
  • Add a simple deform, set to stretch, along Z, with a factor of -0.40

enter image description here

  • Add a simple deform, set to twist, along Z, with and angle of 360°
  • Add an empty in the origin.
  • Add an array modifier, set the count to 6, uncheck relative offset, check object offset and set your empty.
  • Right click the array count, choose "Copy as new driver". Go to your empty's transforms, right click the Z rotation and choose "Paste driver". Right click again and edit the driver. Choose scripted expression and type "2*pi/count" so that the angle is in radians.

We have so far some sort of pinecone. Tweak the first screw offset so that there is no overlapping mesh when you add a lot of array count.

enter image description here

  • Add a cast modifier, set it to sphere (default), set the strength to 1
  • Add a subdivision modifier, set the strength to 2
  • Add a solidify modifier, thickness to 0.1
  • Add a nice shiny material to it. Final result : enter image description here

enter image description here

Okay, modifiers enthusiasts, let's have a good one.

  • Add a plane in the center of the world. Go into Edit mode. In the Mesh menu, choose Merge > At Center.

Now we have a unique vertex on 0,0,0

  • Add a Displace modifier. Set its direction to X.
  • Add a Screw modifier, set axis to X. Set the steps to 8, angle to 0 and the screw to 0.5.
  • Right-click on the Screw value field, choose "Copy as New Driver". Right-click in the Displace modifier strength field, choose "Paste Driver". Right-click again there and choose "Edit Driver", change the driver type to "Scripted Expression" and set it to "- screw_offset".

Now we have a line with 9 vertices centered along the X axis.

enter image description here

  • Add a Screw modifier. Set angle to 0, axis to Z and steps to 32. Set the screw value to 10.
  • Add a Displace modifier along the Z direction.
  • Right-click on the previous Screw modifier value field and choose "Copy as New Driver", right-click on the last displace strength field and choose "Paste Driver". Right-click again, choose "Edit Driver", change driver type to "Scripted Expression", set "- screw_offset"

Now we have a band centered along X and Y axis :

enter image description here

  • Add a Displace modifier, set the direction to Y, strength to 2
  • Add a Simple Deform, set to _Stretch_0, along Z, with a factor of -0.40

enter image description here

  • Add a Simple Deform, set to Twist, along Z, with and angle of 360°
  • Add an Empty in the origin.
  • Add an Array modifier, set the count to 6, uncheck Relative Offset, check Object Offset and set your Empty.
  • Right-click the Array count, choose "Copy as New Driver". Go to your Empty's transforms, right-click the Z rotation and choose "Paste Driver". Right-click again and choose "Edit Driver". Set driver type to Scripted Expression and type "2*pi/count" so that the angle is in radians.

We have so far some sort of pinecone. Tweak the first Screw offset so that there is no overlapping mesh when you add a lot of array count.

enter image description here

  • Add a Cast modifier, set it to Sphere (default), set the Strength to 1
  • Add a Subdivision Surface modifier, set the strength to 2
  • Add a Solidify modifier, thickness to 0.1
  • Add a nice shiny material to it. Final result : enter image description here

enter image description here

added render + blend file
Source Link
Gorgious
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Source Link
Gorgious
  • 31.6k
  • 2
  • 47
  • 104
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