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5.1
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Mesh Object - Edit Mode - Face Context Menu

Call this menu with double right click in the 3D viewport. You need to be in Edit mode with a Mesh object. And in selection mode Edge.

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Face Context Menu

Face Context Menu

Call this menu with double right click in the 3D viewport. You need to be in Edit mode with a Mesh object. And in selection mode Edge.

Face Context Menu
Face Context Menu

Select geometry to reveal all content.

Subdivide

Subdivide
Subdivide

Subdivide divides the selected edges. It subdivides the involved faces too, and can create new vertices.

A more unknown functionality is that it can also randomize the result with the Fractal slider in the Last operator panel.

Last Operator Subdivide

Last Operator Subdivide
Number of Cuts

The number of cuts defines the amount of subdivisions.

Smoothness
Smoothness

This value defines how smooth the subdivision result is. From flat to bent.

Create N-Gons

Create N-Gons if required. Else subdividing N-Gons creates Tris.

Quad Corner Type
Quad Corner Type

Adjust the corner type.

EntryWhat it does
FractalRandomize the selected vertices.
Along NormalWhen randomized, this value defines how strong the subdivision follows the normals of the initial vertices.
Random SeedRandomizing value for fractal randomizing.

Extrude Faces

Extrudes out the selected faces into the face direction by moving the mouse. When it's more than one face, then the middle will be used.

Last Operator Extrude Region and Move

Last Operator Extrude Region and Move
Last Operator Extrude Region and Move
EntryWhat it does
Flip NormalsFlips the normals of the extruded faces.
Dissolve Orthogonal EdgesDissolves orthogonal edges.
Move X, Y ZThe position. Attention, the actual world orientation and rotation does not matter here. It always starts with a value of zero, and moves relative to this zero then. For the actual location values have a look in the sidebar in the transform panel.
Orientation
Orientation

The widget can have different orientations. The menu items should be self explaining.

Mirror Editing

Enable mirror editing.

Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Faces Along Normals

Extrude Faces Along Normals
Extrude Faces Along Normals

Extrudes the selection along local normals.

Header Value

Header Value

This tool works like a shrink fatten extrude. And so you will see a corresponding set of values in the header.

Last Operator Extrude Region and Shrink/Fatten

Last Operator Extrude Region and Shrink/Fatten
Last Operator Extrude Region and Shrink/Fatten
EntryWhat it does
Flip NormalsFlips the normals of the extruded faces. · Dissolve Orthogonal Edges: Dissolves orthogonal edges.
OffsetThe current extrude amount.
Offset EvenScales the offset to give more even thickness. Without this checked the farer away faces will have a bigger extrude amount.
Mirror EditingEnable mirror editing.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Extrude Individual

Extrude Individual

Extrudes the selection along local normals of each individual face.

The method works the same in all Mesh select modes. Vertice, Edge and Face Mode.

Header Value

Header Value

This tool works like a shrink fatten extrude. And so you will see a corresponding set of values in the header.

Last Operator Extrude Individual Faces and Move

Last Operator Extrude Individual Faces and Move
Last Operator Extrude Individual Faces and Move
EntryWhat it does
OffsetThe current extrude amount.
Offset EvenScales the offset to give more even thickness. Without this checked the farer away faces will have a bigger extrude amount.
Proportional editing
Proportional editing

Enables proportional editing. Activating proportional editing reveals further settings.

EntryWhat it does
Proportional FalloffAdjust the falloff methods.
Proportional SizeSee and adjust the falloff radius.
ConnectedThe proportional falloff gets calculated for connected parts only.
Projected(2D)The proportional falloff gets calculated in the screen space. Depth doesn't play a role. When it's in the radius, then it gets calculated.

Inset Faces

Inset Faces

Inset insets edges into the selected faces. Think of it as an extrude inwards the face.

Activate the tool, drag the mouse. But carefully. The control is not the best. You better adjust the amount in the last operator.

Last Operator Inset Faces

Last Operator Inset Faces
Last Operator Inset Faces
Boundary

With Boundary ticked you will get the connect edges in the corners. Without the edges ends straight.

Boundary
EntryWhat it does
Offset EvenScales the offset to give more even thickness.
Offset RelativeScales the offset by surrounding geometry.
Edge RailInset the region along existing edges.
ThicknessThickness adjusts the thickness of the inset geometry.
DepthWith depth you can bevel the inset geometry. It is then not longer co planar to the initial face.
OutsetWith outset ticked the Inset will not extrude inwards but outwards.
Select OuterWith Select Outer the outer ring will be selected after the Inset.
IndividualInset every face individually.
InterpolateBlend Face Data across the inset.

Bridge Faces

The Bridge Faces tool bridges selected faces, and adds polygons between them. You need to have at least two faces selected.

This tool is basically the Bridge Edge Loops tool, just that it operates in Face mode.

Note that this tool just shows when you are in Face Select Mode.

Last Operator Bridge Edge loops

Connect Loops

Choose the method how to deal with bridging multiple loops.

Merge
Merge

With merge ticked it will not create a bridge face, but merge the selected edges.

Merge Factor

The merge factor determines at which distance between the selected edges the merge happens. 0.5 is the middle of the selected edges.

EntryWhat it does
TwistThe twist offset for closed loops.
Number of CutsAdds cuts to the bridge face.
InterpolationChoose the interpolation mode for the cuts.
SmoothnessAdjust the smoothness for the cuts.
Profile FactorAdjust the profile factor for the cuts.
Profile shapeAdjust the profile shape for the cuts.

Poke Faces

Poke Faces

Splits the selected faces to create a triangulated geometry.

Last Operator Poke Faces

Poke Offset
Poke Offset

Normally the center vertice of the poke operation is planar with the rest. Adjust an offset.

Offset Relative

Scale the offset by surrounding geometry.

Offset Relative
Poke Center
Poke Center

Poke Center is a drop-down box choose what the center of the poke operation should be. You can choose between weighted mean, mean and bounds.

UV Unwrap Faces submenu

UV Unwrap Faces submenu
UV Unwrap Faces submenu

The UV menu from the header.

Here you find the UV mapping methods and some further functionality. You use it best in the U Editing layout. There you can see the result in the UV Editor then.

The UV menu is just available for Mesh objects

EntryWhat it does
Unwrap ABFUnwrap ABF unwraps the selected geometry with the method Angle based. ABF stands for Angle Based Flattening. ABF can give a bit better result than LSCM when unwrapping organic shapes.
Unwrap ConformalUnwrap Conformal unwraps the selected geometry with the method LSCM, which is the short for Least Square Conformal Mapping. LSCM can give a bit better results than ABF with geometric shapes.

Last Operator Unwrap

Method

Method is a drop down box where you can choose the unwrap method.

Method Angle based + Conformal
Method Angle based + Conformal
Method Angle based + Conformal

Unwrap ABF and Unwrap LSCM shares the same Last Operator.

Method

Method is a drop down box where you can choose between Unwrap method Angle Based and Conformal.

Fill Holes

Fill Holes

Fill holes in the mesh before unwrapping.

EntryWhat it does
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Method Minimum Stretch
Method Minimum Stretch
Iterations

Number of iterations.

EntryWhat it does
No FlipPrevent flipping UV's
Importance WeightTake per vertex importance weights into account.
Use Subdivision SurfaceUnwraps an existing Subdivision Modifier. You need to add a Subdivision Modifier first.
Correct AspectTake the Image Aspect Ratio into account.

Margin Method

Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.

Margin

The distance between the single UV patches.

Smart UV Project

Smart UV Project

Smart UV Project projects the UV mapping from different angles.

Smart UV Project Settings dialogue

Angle Limit

The Angle Limit defines after which angle the mapping happens from the next side. With an angle of 66 you have around six sides to map from. The calculation is 360/66.

Margin Method
Margin Method
EntryWhat it does
ScaledUse the scale of existing UV to multiply margin.
AddJust add the margin and ignore any existing UV.
FractionSpecify a precise fraction of specific UV.
Rotation Method
Rotation Method

How to rotate islands.

EntryWhat it does
Island MarginIsland Margin defines the distance between the UV patches.
Area WeightWeight Projection Vector by faces with larger areas.
Correct AspectTake the Image Aspect Ratio into account.

Last Operator Smart UV Project

Last Operator Smart UV Project
Last Operator Smart UV Project

The Last Operator for Smart UV Project contains the same settings than the Smart UV Project Settings dialogue.

Lightmap Pack

Lightmap Pack

Lightmap Pack maps each face individually, and puts the result into the UV space. Without margin.

Lightmap Pack has no Last Operator.

Settings

EntryWhat it does
SelectionSelection is a drop-down box where you can choose what will be packed, either Selected Faces or All Faces.
Share Tex SpaceMap all objects into one lightmap.
New UV MapCreate a new UV map for every new mesh.
Pack QualityThe pack quality.
MarginThe distance between the single UV patches.

Follow Active Quads

Follow Active quads maps UV coordinates starting from an active face, and maps all adjacent faces in quad shape then. This way you can for example unwrap a pipe or a road. You first need to have a face selected. Then select everything. And then click at Follow Active Quads.

Settings
Settings
Edge Length Mode

Edge Length Mode is a drop-down box where you can choose the Length method.

Last Operator Follow Active Quads
Last Operator Follow Active Quads
Last Operator Follow Active Quads

The Last Operator contains the same settings than the Settings dialogue.

Cube Projection

Cube Projection maps the mesh from six sides, means cubic.

Last Operator Cube Projection
Last Operator Cube Projection
Last Operator Cube Projection
EntryWhat it does
Cube SizeCube Size defines the size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Cylinder Projection

Cylinder Projection tries to map the geometry cylindric.

Last Operator Cylinder Projection
Last Operator Cylinder Projection
Last Operator Cylinder Projection
Direction
Direction

Direction is a drop-down box where you can choose in which direction the spherical projection will be mapped.

Align
Align

Align is a drop-down box where you can choose the Align method.

Pole
Pole

How to handle the faces at the poles.

EntryWhat it does
Preserve SeamsKeep existing seams intact.
RadiusRadius defines the Polar size of the UV mesh in the UV space.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Sphere Projection

Sphere Projection tries to map the geometry spherical.

Last Operator Sphere Projection
Last Operator Sphere Projection
Last Operator Sphere Projection
Direction
Direction

Direction is a drop-down box where you can choose in which direction the spherical projection will be mapped.

Align
Align

Align is a drop-down box where you can choose the Align method.

Pole
Pole

How to handle the faces at the poles.

EntryWhat it does
Preserve SeamsKeep existing seams intact.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Project from View

Project from View projects the UV from the current 3D view.

Last Operator Project from View
Last Operator Project from View
Last Operator Project from View
EntryWhat it does
OrthographicUser orthographic projection.
Camera BoundsMap UV's to the camera region taking resolution and aspect into account.
Correct AspectTake Image Aspect ratio into account.
Clip to BoundsClip UV Coordinates to bounds after unwrapping.
Scale to BoundsScale UV Coordinates to bounds after unwrapping.

Project from View (Bounds)

Project from View projects the UV from the current 3D view.

Same as Project from View, but with Scale to Bounds ticked in the Last operator. And so it scales to the bounds.

Mark Seam

Mark Seam

The unwrap algorithms Angle based and Conformal requires to have edges marked as seams. Think of it as a cutting pattern for a trouser for example. Such a trouser is also made of fabric patterns.

Same goes for the UV patches when you use Angle based or conformal unwrapping. You need to cut your mesh into parts and mark edges as seams, so that the algorithm knows where the seams are.

Mark seam marks the currently selected edge(s) as a seam. Seam edges will be displayed as red in the 3D viewport.

EntryWhat it does
Clear SeamClear seam removes the seam from the currently selected edge(s).
ResetResets the UV Projection.

Triangulate Faces

Triangulate Faces

Triangulate Faces triangulates the faces of the selected geometry.

Last Operator Triangulate Faces

Quad Method
Quad Method

Choose how quads should be triangulated.

Shortest diagonal

Splits the quads based on their distance between vertices.

Fixed Alternate
Fixed Alternate

Splits the quads on the second and fourth vertice.

EntryWhat it does
FixedSplits the quads on the first and third vertice.
BeautyTries to optimize the triangulation.
Polygon Method
Polygon Method

Choose how N-Gons should be triangulated.

EntryWhat it does
ClipSplits the polygons with an ear clipping algorithm.
BeautyTries to optimize the triangulation.

Triangles to Quads

Triangles to Quads

Tris to quads tries to convert triangulated geometry back to a quad geometry by removing the edges inside of the quads.

Last Operator Tris to Quads

Max Face Angle
Max Face Angle

Adjust the threshold to adjacent triangles.

EntryWhat it does
Max Shape AngleAdjust the shape angle limit.
Topology influenceHow much to priorize regular grids of qads as well as quads that touch existing quads.
Compare UV'sTakes the UV patches for the calculation into account. Border geometry will not be calculated.
Compare Color attributesTakes the Vertex colors for the calculation into account. Border geometry will not be calculated.
Compare SeamTakes the Vertex colors for the calculation into account. Border geometry will not be calculated.
Compare SharpTakes the as sharp marked edges for the calculation into account. Border geometry will not be calculated.
Compare MaterialsTakes the Materials colors for the calculation into account. Border geometry will not be calculated.
Deselect JoinedOnly select remaining triangles that were not merged.

Shade Smooth

Sets the shading for the object to smooth. Flat means that every face of the object shows facettet, with a sharp edge. Smooth means that the edges are not longer to see.

Shade Smooth
Shade Smooth

Shade Flat

Sets the shading for the object to flat. Flat means that every face of the object shows facettet, with a sharp edge. Smooth means that the edges are not longer to see.

Shade Flat
Shade Flat

Un-Subdivide

Un-Subdivide

Decimates the geometry by trying to make one quad out of four quads. But can also end in Tris where this is not possible.

Last Operator Un-Subdivide

Iterations
Iterations

Number of iterations. This means how deep the calculation should go. One level of SDS, two levels, three levels, etc. . Down to the point where you cannot decimate any geometry anymore.

Split

Splits the edges between the selected vertices. It creates two edges out of one. And splits the edge by that.

Separate submenu

Separate submenu

Separate separates the selected geometry, and creates a new object. The geometry becomes uneditable, since it is now a new object. You will have to leave the Edit mode, select the new object, and re-enter Edit mode when you want to edit it.

EntryWhat it does
SelectionSelection separates the current selection.
By MaterialBy Material separates all geometry that has the same material than the current selection.
By Loose PartsBy Loose parts separates all geometry that is connected by edges to the current selection.

Dissolve Faces

Dissolves the selected faces, which unions the involved faces to one.

Last Operator Dissolve Vertices

Last Operator Dissolve Vertices
Last Operator Dissolve Vertices
Dissolve Vertices

Dissolve remaining vertices.

Delete Faces

Deletes the selected faces.

Show/Hide

Show/Hide

Sub-menu with shows or hide selection, unselected or hidden operators.

Show Hidden

Makes all geometry in the scene visible again.

Hide Selected

Hides the selected geometry.

Last Operator Hide Selected
Last Operator Hide Selected
Last Operator Hide Selected
Unselected

Hides the not selected geometry.

Hide Unselected

Hides the not selected geometry. The selected geometry stays visible.