Three buttons for display on a given Modifier are: Render / Realtime (Object?) / Edit. Toggle those to "see" the modifier or not in those modes.
Object mode, right-click the mesh, Shade Smooth
- Which is cosmetic, but doesn't affect the mesh itself.
- For THAT, go to the properties section, the wrench (modifier)
- Add Modifier, Subdivision Surface.
- Until you click Apply, the modifier doesn't actually change the mesh.
- It's a soft-change, as it were.
- Viewport value seems to affect smoothness, in Subdiv. Surface modifer.
- AHA. Viewport value is "what you see in Blender", Render is "what you get when rendering". Duh.
The Solidify modifier adds thickness, such as to an icing layer on a virtual donut.
- Change Offset so it thicknesses outward, not inward. 1.0 instead of -1.0, I guess.
- Change thickness to .0025 or so to make the thickness something icing-sane.
- Fixing the hard edge on the icing? Move the solidify ABOVE the other modifier.
- Inner Crease value will make it "hug" the underlying donut mesh a bit better. Value of 1, probably?
The Bevel modifier takes those hard edges/corners on things and makes them less so, which is quite pleasing of a look.
- Could have saved me doing a lot of that by hand with the visualizer test render, yeah? Yeah.
- When using Bevel, make sure to Apply -> Scale to the object so the beveling gets scaled appropriately.
- Limit Method: Angle
The Boolean modifier lets us cut things out of other things. To wit:
- The Snowflake Project
- Make a circle
- Make a circular empty on which to parent the cutting surfaces
- Make a cube, stretch two sets of opposing vertices to make a diamond-ish shape
- Copy and scale a number of these diamonds
- Arrange them within a 60-degree wedge of the circle
- Parent them to the circular empty
- Select the circle and add Boolean modifiers, Difference mode, selecting each of the cutting surfaces
- Apply modifiers
- Rotate the empty 60 degrees
- Lather, rinse, repeat until we complete the trip around the circle