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With Blender 5.0, we got a new and
improved array modifier that uses
geometry nodes. It has some enhanced
features to make our lives a lot easier,
and in this Blender tutorial, we will go
over every setting on the new array
modifier in Blender. My name is Brandon,
let's get started. With an object
selected, when we go to the modifiers
property tab and press add modifier, we
can now find the array modifier. That's
the new one. And we also see array
legacy, which is the old one. So, don't
worry if you still want to use the old
one, choose the legacy. Let's look at
the new one, though. When we add this
modifier, the modifier actually adds
this enormous geometry node setup to the
object. That's an insane amount of
nodes, I can't even understand it. But
this is all under the hood, and we don't
have to worry about any of it. We
control everything in the modifier
properties just like before. The first
thing we notice is that by default, the
modifier makes three of our objects in a
straight line, and it adds this colorful
gizmo to the middle of it. This gizmo is
another way of controlling the settings
of the modifier, which can be pretty
useful. Over in the modifier settings,
the first important thing is the shape.
The new array modifier has four
different modes it can operate in: line,
circle, curve, and transform. Each do
their own thing. And if we select some,
we can see each have different settings.
We'll cover them all, starting with the
line.
So, the line shape arrays our object in
a line. The count is simply how many
times the object will repeat. That means
how many instances of the object there
will be. Each of these instances of the
object are offset from each other, and
there are three ways they can be told
how far apart to offset. Relative is
relative to the size of the object.
Offset is a fixed distance between each
object. And endpoint is how far we want
all of the objects to be spread out,
meaning how far away from the beginning
of the array do we want the end of the
array to be. With all of these selected,
we can control the offset or translation
with the nine sets of controls here. To
offset the location along any axis, play
with the three offset settings.
To have the objects rotate along an
axis, play with the rotation settings.
Notice each instance of the object
rotates more from the rotation of the
last instance.
And the same thing works with scale.
This realize instances checkbox is a bit
technical, but when it's checked, each
copy of the object will act like its own
object. And this might be necessary if
you're using other modifiers or doing
other things to this object. So, for the
most part, just keep it checked.
Unchecking it will use less memory,
though.
I'm going to reset a lot of these
settings, and then we go back to look at
the randomize settings, which are
probably my favorite new thing with this
array modifier. If you're still here,
please hit that like button. It means
the world to me. Thank you so much. This
randomize setting is available on all of
the shape options. When we check it on
and expand the settings, we can do a
whole bunch of randomizing. First, we
can choose an amount to randomize the
offsetting along each of the three axes.
So, all the copies don't have to be in a
perfectly straight line. There's a
different slider for each axis.
Same thing with rotation. We can have
the objects randomly rotate so they're
facing slightly different directions.
This is so useful for spreading things
out in a more natural way with the array
modifier. I love it. The scale can be
randomized, too. And under scale axes,
the uniform option will give us one
slider to scale the objects uniformly on
all axes. Or we can choose to scale by
axis, and then we have three sliders to
randomly scale along each individual
axis. Hope that makes sense. I kind of
wish this uniform option was in more
places in Blender. I really like it. The
flipping settings, it will completely
flip a certain percentage of the copies
along any of the three axes. For
example, if I want to flip 50% of the
copies along the Z axis, I just set the
Z setting to 0.5, and it does this. The
exclude first checkbox will mean the
randomization does not affect the first
object in the array.
And exclude last will mean the
randomization will not affect the last
object in the array. I could see this
being useful, glad they thought of it.
And the seed slider allows us to choose
different variations of the
randomization if we don't like what we
get with the first try.
When I started using the modifier, I was
kind of mad because I didn't think this
seed value was an option, but it's
hidden way down here. The merge setting
is for if we have geometry from the
array. We can have vertices merged
together if they fall within a certain
distance that we set right here. This
seems really useful when you're doing
the circle array and we'll get to that
next.
The circle shape. Okay, so let's look at
the second shape for the new array
modifier and that is circle. This will
of course array the objects in a circle.
This used to take a lot of steps before
this modifier, so I'm happy to see it's
a lot easier now. So by default, all of
our objects are in a very tiny circle.
I'll jump down and increase the radius
of the circle to spread them out. That's
what the radius setting does.
The count method has count and distance.
With count, we choose how many objects
are in the array. With distance, we
choose an angle and it's kind of hard to
explain, but like 90° will place four
because each one's at the 90° angle. 45
will double that and as the angle gets
smaller, the count will increase.
The axis chooses which axis the circle
is oriented around.
This circle segment setting is cool. The
full setting is what we see now with the
array creating a full circle.
The arc setting gives us a sweep angle
that we can adjust if we wanted an arch
or partial circle rather than a 360°
circle.
Pretty cool. Notice the gizmo changes to
give us different controls in the
settings. I don't really use gimbals and
gizmos or whatever they're called a lot,
but they are another way to control
things, including the sweep angle.
The radius we already covered, and this
realize instances is the same as with
the line shape.
A line rotation is checked by default,
and means all objects rotations will
align toward the center of the circle.
If we uncheck this box, they'll all stay
facing their original direction.
And expanding this lets us control which
axis they rotate on.
We once again have the same randomize
settings, which is so awesome, and we
have the merge geometry option just like
before.
That's it for the circle. Let's check
out the next shape, and that is curve.
And when it's chosen, everything
disappears.
That's because this shape uses a curve
in our scene to array the objects, and
we don't have a curve chosen.
I'll quickly add a Bezier curve, scale
it up, and I'll go back to the Suzanne
model.
To select the curve, we go to this box
and choose which curve in our scene we
want to use.
Now the objects are arrayed along the
curve. The beauty of this is we can go
into the curve in edit mode and make the
changes we want. The array will stay
along the curve as we change it.
Back to the curve array settings. The
count method can be a fixed amount of
points along the curve, or a specified
distance between the objects.
So if the curve got longer, more copies
will be made.
And if it gets shorter, fewer will be
made.
The per curve setting I can only assume
is for use when there's more than one
curve. I haven't really experienced that
yet. I always hate when I can't at least
attempt to explain something, but this
relative space setting, I have no idea.
Sorry.
Realize instances, align rotation,
randomize, and merge we've already
covered, and they are available with the
curve array.
Now, let's go to the last array shape.
Hopefully, you've hit that like button
and become a subscriber by now. Thank
you again. The last shape is transform.
And transform behaves very much like our
first shape line did. We can do most of
the same things by adjusting the
sliders.
But with transform, we can choose object
for the transform reference. And this is
pretty much the object offset option
that was in the legacy array modifier.
If we select object, we can then select
another object in our scene. I'll use
this cube as an example.
And this object will control the
offsets. If we move the object, rotate
the object,
scale the object, it affects our array.
As far as I can tell, that's pretty much
the only reason to use the transform
shape. And that was pretty much every
setting in Blender 5.0's new and
improved array modifier. It uses
geometry nodes to do cool stuff
efficiently. Give the video a like, and
please please help me to get to that
100,000 subscriber mark, so I can get
that really cool plaque from YouTube.
Thank you. Take care. Stay creative.
Bye.
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