Blender circle in mesh


Object Mode and Edit Mode

A common object type used in a 3D scene is a mesh. Blender comes with a number of “primitive” mesh shapes that you can start modeling from. You can also add primitives in Edit Mode at the 3D cursor.

Blender’s standard primitives. 

You can make a planar mesh three-dimensional by moving one or more of the vertices out of its plane (applies to Plane, Circle and Grid). A simple circle is often used as a starting point to create even the most complex of meshes.

Common OptionsпѓЃ

These options can be specified in the Adjust Last Operation panel, which appears when the object is created. Options included in more than one primitive are:

Generates a default UV unwrapping of new geometry. This will be defined in the first UV layer (which will get added if needed).

Radius/Size, Align to View, Location, Rotation


The standard plane is a single quad face, which is composed of four vertices, four edges, and one face. It is like a piece of paper lying on a table; it is not a three-dimensional object because it is flat and has no thickness. Objects that can be created with planes include floors, tabletops, or mirrors.


A standard cube contains eight vertices, twelve edges, and six faces, and is a three-dimensional object. Objects that can be created out of cubes include dice, boxes, or crates.


The number of vertices that define the circle or polygon.

Set how the circle will be filled.

Fill with triangular faces which share a vertex in the middle.

Fill with a single N-gon .

Do not fill. Creates only the outer ring of vertices.

UV SphereпѓЃ

A standard UV sphere is made out of quad faces and a triangle fan at the top and bottom. It can be used for texturing.

Number of vertical segments. Like the Earth’s meridians, going pole to pole.

Number of horizontal segments. These are like the Earth’s parallels.

Rings are face loops and not edge loops, which would be one less.


An icosphere is a polyhedral sphere made up of triangles. Icospheres are normally used to achieve a more isotropical layout of vertices than a UV sphere, in other words, they are uniform in every direction.

How many recursions are used to define the sphere. At level 1 the icosphere is an icosahedron, a solid with 20 equilateral triangular faces. Each increase in the number of subdivisions splits each triangular face into four triangles.

Subdividing an icosphere raises the vertex count very quickly even with few iterations (10 times creates 5,242,880 triangles), Adding such a dense mesh is a sure way to cause the program to crash.


Objects that can be created out of cylinders include handles or rods.

The number of vertical edges between the circles used to define the cylinder or prism.

Sets the starting height of the cylinder.

Similar to circle (see above). When set to none, the created object will be a tube. Objects that can be created out of tubes include pipes or drinking glasses (the basic difference between a cylinder and a tube is that the former has closed ends).


Objects that can be created out of cones include spikes or pointed hats.

The number of vertical edges between the circles or tip, used to define the cone or pyramid.

Sets the radius of the circular base of the cone.

Sets the radius of the tip of the cone. Which will create a frustum (a pyramid or cone with the top cut off). A value of 0 will produce a standard cone shape.

Sets the starting height of the cone.

Similar to circle (see above).


A doughnut-shaped primitive created by rotating a circle around an axis. The overall dimensions can be defined by two methods.

Torus preset settings for reuse. These presets are stored as scripts in the proper presets directory.

Number of segments for the main ring of the torus. If you think of a torus as a “spin” operation around an axis, this is how many steps are in the spin.

Number of segments for the minor ring of the torus. This is the number of vertices of each circular segment.

Change the way the torus is defined.

Radius from the origin to the center of the cross sections.

Radius of the torus’ cross section.

If viewed along the major axis, this is the radius from the center to the outer edge.

If viewed along the major axis, this is the radius of the hole in the center.


A regular quadratic grid which is a subdivided plane. Example objects that can be created out of grids include landscapes and organic surfaces.

The number of spans in the X axis.

The number of spans in the Y axis.


This adds a stylized monkey head to use as a test mesh, use Subdivision Surface for a refined shape.

This is intended as a test mesh, similar to:

This is a gift from old NaN to the community and is seen as a programmer’s joke or “Easter Egg”. It creates a monkey’s head once you press the Monkey button. The Monkey’s name is “Suzanne” and is Blender’s mascot.

In addition to the basic geometric primitives, Blender has a number of script generated meshes to offer as pre-installed add-ons. These are available when enabled in the Preferences (select the Category Add Mesh, then check any desired items).

© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License. Last updated on 02/15/2023.


how to turn a square into a circle in 2.8

In blender 2.79 there was an ability «to circle», i believe, that took a series of vertices and made a circle with them. i am not finding that ability anywhere in 2.8, is it gone?

3 Answers 3

Let’s say you have a plane like the one in the picture below, to transform it into a circle you want to use the Subdivision Surface Modifier.

To do this, select first your model, then select the little wrench icon you find on the left of the properties panel which is on the bottom right of the user interface (the one pointed by the red arrow in the second picture) then click on Add Modifier. You’re going to see a dropdown list, select the Subdivision Surface Modifier from there.

Once you’ve selected it you’re going to see something like in the second picture on your properties panel, while the plane will look like the picture below.

What you want to do now is increase the value of the View and Render properties on the modifier. These basically increase the number of subdivisions on your model: the first one is just for the viewport, the second is for the actual render of your model, if they are different your model will look different in the viewport and when you render it. By setting both values to 3 I was able to transform the plane into the circle in the picture below, which I think is enough.



Меши являются одним из типов объектов Blender. Их также называют сетками, полисетками. Это трехмерные геометрические примитивы, изменяя которые с помощью базовых трансформаций и других модификаторов, создают более сложные фигуры.

По-умолчанию Blender содержит десять mesh-объектов, добавить которые можно через меню заголовка редактора 3D Viewport | 3D-вьюпорт . Это же меню вызывается комбинацией клавиш Shift + A .

Хотя плоскость (plane), круг (circle) и сетка (grid) двумерны, в режиме редактирования их можно сделать трехмерными. Плоскость отличается от сетки тем, что первая состоит из одной грани, а вторая – из множества.

Различие между UV-сферой и Ico-сферой заключается в форме составляющих их граней. В первом случае это четырехугольники, уменьшающиеся от экватора к полюсам, во втором – одинаковые треугольники.

Голову обезьяны сложно назвать геометрическим примитивом. Нередко ее используют для проверки материалов, текстур и другого, когда ваши собственные объекты еще не готовы или их не хочется портить.

Объекты добавляются в позицию 3D-курсора. Бывает удобно, чтобы меш появлялся в центре сцены. Для точной установки туда курсора, следует нажать Shift+S и в появившемся меню привязки (snap) выбрать Cursor to World Origin | Курсор в центр координат ( 1 ).

Когда вы только добавили объект, в регионе последней операции появляются его настройки, которые можно изменить. Панель этого региона может быть свернута, находится внизу слева. Содержащиеся в ней настройки зависят от используемого до этого действия, в данном случае – от добавляемого меша.

У некоторых мешей настойки можно сделать такими, что исходная форма объекта будет изменена до неузнаваемости. Ниже показаны два тора. У одного из них сильно уменьшено количество сегментов.

Чем больше у объекта сегментов, тем более сглаженным он выглядит. Наиболее наглядно это видно на шарах.

Однако в пользу увеличения количества сегментов есть одно большое «но». Их прорисовка приводит к увеличению затрат ресурсов. Как следствие компьютер начинает тормозить. Поэтому в Blender существуют другие способы сглаживания мешей. Например, в контекстном меню, которое появляется при клике правой кнопкой мыши, можно выбрать Shade Smooth | Гладкое затенение .

Вы можете добавить новый mesh, находясь в режиме редактирования другого. Тогда при переключении на объектный режим оба меша образуют один более сложный. Не забывайте обращать внимание, где находится центр объекта.

Другой способ объединения мешей воедино – это выделить их вместе в объектном режиме и нажать Ctrl+J . Таким образом, комбинируя и трансформируя различные полисетки, можно получить достаточно сложные фигуры.

Кроме того, можно включить дополнительные mesh-объекты через редактор Preferences | Настройки , вкладка Add-ons | Аддоны (дополнения), различные панели Add Mesh (добавление мешей). Включенные меши появятся в меню Add | Добавить , там же где все остальные.

В прошлом уроке, рассматривая базовые трансформации, мы опустили так называемое пропорциональное редактирование, так как по отношению к кубу в нем нет большого смысла. Однако в случае мешей с большим количеством вершин и граней пропорциональное редактирование может играть ключевую роль.

Суть его в том, что когда вы изменяете один элемент, вслед за ним меняются рядом стоящие. Как меняются, зависит от настроек. На рисунке ниже вершина левого шара поднята вверх при отключенном режиме пропорционального редактирования, а справа – с включенным.

Включение выполняется специальной кнопкой в заголовке 3D Viewport или нажатием буквы O .

Хотя пропорциональное редактирование доступно также в объектном режиме, чаще его используют в режиме редактирования.

Если пропорциональное редактирование включено, то при трансформации элемента будет видна окружность. Ее размер меняется с помощью колеса мыши. Все элементы меша, которые попадают в пределы этой окружности будут пропорционально изменяться вслед за выделенным элементом.

На изображении показан результат применения варианта Random | Случайно .

Практическая работа

Создайте модель молекулы воды.

Угол между связями равен 104.5 градусов. Комбинация клавиш Shift+D выполняет дублирование объектов.

Курс с инструкционными картами к части практических работ:


How can I grid the mesh circle in geometry nodes?

I want to grid the mesh circle like the image in geometry nodes.

This is what I already have done:

3 Answers 3

You can use the Cone node and then delete it’s sides:

just create a mesh circle with 4 vertices, then subdivide:

Note: you might want to adapt the radius a bit 😉

This is maybe a bit OTT for this one, but it’s something I’ve been working on anyway..

Here’s a Grid Fill GN group.

The illustrations may be a bit big to be useful.. but I’ll try to summarize the method:

The job of the above sub-group is 1: to return the indices at the ends of rows and columns for each point in a given grid: e.g. (3,45) in X, (14,20) in Y, for point 17, below. 2: to associate each point in the perimeter with numbers in a continuous loop:

That group is used in a ‘Basic Grid Fill’:

.. which sends the perimeter of the grid to the target edge-loop, using the indices generated by (2, above), and interpolates the locations of the inner vertices between the new locations of their row and column ends. (1, above) .

The final Grid Fill group adds an interface, exposing an ‘Offset’, which rotates the grid with respect to the target loop, and ‘Span Bias’, which allows you to select any of the ratios of X and Y in the grid, having the right number of vertices in its perimeter.

This shows those parameters being adjusted

Further work could be done making the sigmoid bias in interpolation (currently provided by Map Range ‘s ‘Smooth Step’) more controllable. I doubt very much it’s unbreakable; if anyone wants to use it, and breaks it, please leave a comment.


How to make a circular cut? [duplicate]

I’m trying to add basic materials to a low-poly model, and was curious if there was any way to cut in edges in a circle from a single point, so I could apply materials to faces like seen in my reference image to the right. I could go through with the knife and make cuts by hand, but that seems tricky and time consuming for likely sloppy results. Any tips on how to achieve the texture pictured would be greatly appreciated.

The OP wrote in a comment:

I’m looking for a way to add edges without changing the mesh, just so I can apply materials to faces to color.

3 Answers 3

In your reference image, the circles are actually built in to the topology of the body.

This is the fastest way I’ve found so far for getting to that topology.

  • Starting with a cube
  • Ctrl B Bevel it
  • X Delete > ‘Only Faces’
  • Select edges not on triangle-corners (Select > Similar >Length), and W Subdivide once
  • All selected, F Fill faces and Remove Doubles
  • All faces selected, Alt P Poke
  • All large square regions selected, in Face Mode, Loop Tools > Circle
  • All selected, Shift Alt S ‘To Sphere’

Now you can I Inset the circular regions as you wish, and assign materials to face selections.

To scale the circular regions with respect to the rest of the geometry, set the Transform Orientation to ‘Normal’, the Pivot to ‘Individual Origins’, and scale the selected faces with S Shift Z Z

Mesh LoopTools Click Circle

Mesh Loop Tools or Loops Tools is an Addon which must be installed in User Preferences. That takes 88 seconds or less.

Know that the faces of a mesh can be UV unwrapped and assigned a texture and painted.

Simplified form mesh. Clearly the more low poly your mesh, the more the hole will look like a polygon or octagon .. rather than a smooth circle with high vertex density.

Stages of editing left to right top to bottom. Edit Mode.

  • Yellow vertex dense cylinder
  • Blue Partial quad strip extrusion
  • Yellow Loop Cuts for local vertex density
  • Blue Two Patches cut out in square on both sides. Bridge Edge Loops
  • Yellow Mesh Loop Tool click Circle changes rectangle hole to circular hole. Select the vertices in edit more beforehand. See Side Panel. This is the step most relevant to the OP
  • Blue Proportional Editing for edge protrusion
  • Please improve this to suit you needs
  • Technique only. No artistry focus.

You can do this with the Knife Project using Curves as the cuts.

Duplicate your base mesh and Scale by 2, set visibility to Wire

Now add a Bezier Circle and Parent it to the new wire mesh Ctrl + p . Set the wire mesh to have Duplication on the Faces (in the Object tab). Then in Edit mode remove all the faces you do not want. So you end up with a «orbiting» circles.

Make sure the Circle Curve is at 0,0,0 and the Make Duplicates Real. space and search for «real».

Now move the wire mesh and the circle curve to another layer. Delete any circles that do not fit the requirement. I delete every other one so I am left with 3.

Select the first Circle and the select the base mesh. Enter Edit mode and line up your view. This is very important. To make I used Othographic mode and the used the Keypad keys 3 (to center) 4 and 6 rotate. Once you are in position active the Knife Project. You can see the results is a circle cut projected directly on to your base mesh.

Now you can repeat that for each of the three circles. Then scale them and repeat to create the «ring».

Now you can go to the layer with the wire mesh and the circle and create a new Curve.

Here I just added Bezier circle scaled it and added another Bezier Circle and set the Spline type to Poly.

Remove the original Circle from the wire mesh and parent the new Curve. Make the Duplicates real and delete the unused ones.

Now project the new Curves.

All these cuts means you can now Assign materials to match.

As you might noticed, you could create a more complex Curve containing all the required shapes in one go rather than use the Knife Project 3 times per side.