New modifiers available

Two new modifiers are available.

The Smooth Modifier panel

Smooth: this modifier smooths the mesh object by softening the angles between adjacent faces, propably shrinking the size of the original object during the process. Based on the Smooth function (Mesh Tools panel, Editing [F9] while in Edit mode).

  • X, Y, Z: specifies the axis along which the modifier is applied
  • Factor: define the amount of smoothing, from 0.0 to 1.0. Lower (including negative) or higher values can be used, but can deform the mesh object.
  • Repeat: specifies the number of smoothing iterations
  • VGroup: Vertex Group name to define which vertices are affected
The Smooth Modifier at work
Factor: 1.000, Repeat: 1
Factor: 1.000, Repeat: 6
The Cast Modifier panel

Cast: this modifier alters the global shape of the mesh object so that it tends toward one of these three fundamental shapes: cuboid, cylinder or sphere. Based on the To Sphere function (Mesh Tools panel, Editing [F9] while in Edit mode) but extended to new shapes.

  • Sphere, Cylinder, Cuboid: projection type to apply
  • X, Y, Z: specifies the axis along which the modifier is applied
  • Factor: defines the amount of deformation, usually from 0.0 to 1.0. Lower (including negative) or higher values can be used.
  • Radius: Only deforms vertices within this distance from the center of the effect (leave as 0 for infinite)
  • Size: size of projection shape (leave as 0 for auto)
  • From radius: use radius as size of projection shape (0 = auto)
  • VGroup: Vertex Group name to define which vertices are affected
  • Ob: control object. If available, its location determines the center of the effect
The Cast (to Sphere) Modifier at work
Factor = -1.000
Factor = 0.000
Factor = 1.000

More modifier extras

Mirror modifier
 Upgraded the Mirror modifier to support mirroring of UV coordinates in the faces created by the modifier.

Array modifier
 Upgraded the Array modifier to allow the user to specify start and end cap objects. This makes arrays more flexible and more useful for creating subsurf cages. The cap objects are added at the start and end of the array,  and will be auto-merged with the rest of the array if the 'Merge' button is on.

Wave modifier:
You can now apply the effect along the normals, and restrict the effect to any existing VGroup. Furthermore, you can control the Wave effect to some extent using a texture.