How to use random proportional editing?












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https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.










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    $begingroup$
    I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
    $endgroup$
    – rob
    13 hours ago






  • 1




    $begingroup$
    I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
    $endgroup$
    – Knampf
    13 hours ago
















1












$begingroup$


https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.










share|improve this question







New contributor




Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$








  • 1




    $begingroup$
    I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
    $endgroup$
    – rob
    13 hours ago






  • 1




    $begingroup$
    I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
    $endgroup$
    – Knampf
    13 hours ago














1












1








1


1



$begingroup$


https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.










share|improve this question







New contributor




Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







$endgroup$




https://ibb.co/fvjwCjf I'd like to have the orange line randomly peaking downwards. In this case, it only made the faces above it random. I'd also appreciate some further tips on (random) edge editing.







editing






share|improve this question







New contributor




Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











share|improve this question







New contributor




Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this question




share|improve this question






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Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked 13 hours ago









KnampfKnampf

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New contributor




Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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New contributor





Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Knampf is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








  • 1




    $begingroup$
    I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
    $endgroup$
    – rob
    13 hours ago






  • 1




    $begingroup$
    I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
    $endgroup$
    – Knampf
    13 hours ago














  • 1




    $begingroup$
    I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
    $endgroup$
    – rob
    13 hours ago






  • 1




    $begingroup$
    I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
    $endgroup$
    – Knampf
    13 hours ago








1




1




$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
13 hours ago




$begingroup$
I think that is because all the highlighted vertices (the orange ring) are affected by your movements and any other vertices int he Mesh are affected if they are in the Proportional editing area of influence.
$endgroup$
– rob
13 hours ago




1




1




$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
13 hours ago




$begingroup$
I can explain more detailedly what I'd like to achieve: 1. He selects the ring in edit mode: ibb.co/1XpqYL7 2. Then he presses "G" and drags his mouse down. Automatically, the vertices are dragged down with different "heights": ibb.co/Wv79RRs. I could select the vertices individually, I found, but that would be overly time consuming, I think, and so on. If you like to see what he did on your own, here's the video with timestamp: youtube.com/watch?v=f5Gb1VK98Wc&t=1995s.
$endgroup$
– Knampf
13 hours ago










2 Answers
2






active

oldest

votes


















2












$begingroup$

The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)



enter image description hereenter image description here



The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.



enter image description here



Then I selected more vertices and repeated the process. Note which vertices are affected now.



I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.



In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.






share|improve this answer









$endgroup$













  • $begingroup$
    I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
    $endgroup$
    – Knampf
    11 hours ago



















2












$begingroup$

The way proportional editing works in Blender is:




  1. You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently

  2. You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.


Because you have selected all the vertices, they are all 100% influenced by your GZ



Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.



Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.






share|improve this answer











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    2 Answers
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    2 Answers
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    2












    $begingroup$

    The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)



    enter image description hereenter image description here



    The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.



    enter image description here



    Then I selected more vertices and repeated the process. Note which vertices are affected now.



    I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.



    In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.






    share|improve this answer









    $endgroup$













    • $begingroup$
      I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
      $endgroup$
      – Knampf
      11 hours ago
















    2












    $begingroup$

    The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)



    enter image description hereenter image description here



    The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.



    enter image description here



    Then I selected more vertices and repeated the process. Note which vertices are affected now.



    I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.



    In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.






    share|improve this answer









    $endgroup$













    • $begingroup$
      I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
      $endgroup$
      – Knampf
      11 hours ago














    2












    2








    2





    $begingroup$

    The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)



    enter image description hereenter image description here



    The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.



    enter image description here



    Then I selected more vertices and repeated the process. Note which vertices are affected now.



    I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.



    In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.






    share|improve this answer









    $endgroup$



    The Proportional editing only affects vertices in the circle of influence (Scroll wheel to resize)



    enter image description hereenter image description here



    The default cube is subdivided and I selected a single vertex. Then with the Proportional editing set to random Grabbed and translated on the X axis. Note which vertices are affected.



    enter image description here



    Then I selected more vertices and repeated the process. Note which vertices are affected now.



    I also tried it on a Mesh Circle and the same results occured. I did have to make the circle of influence very very big to affect all the unselected vertices in the circle.



    In the video you cannot see the circle of influence, I am guessing it is so big it is off the edge of his viewport.







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered 12 hours ago









    robrob

    8311616




    8311616












    • $begingroup$
      I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
      $endgroup$
      – Knampf
      11 hours ago


















    • $begingroup$
      I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
      $endgroup$
      – Knampf
      11 hours ago
















    $begingroup$
    I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
    $endgroup$
    – Knampf
    11 hours ago




    $begingroup$
    I've made the circle very very large and it still keeps a straight edge. The cricle, as I experienced, is rather how fine the random scattering is, the smaller the circle, the finer the scattering. I've precisely tried this after your post.
    $endgroup$
    – Knampf
    11 hours ago













    2












    $begingroup$

    The way proportional editing works in Blender is:




    1. You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently

    2. You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.


    Because you have selected all the vertices, they are all 100% influenced by your GZ



    Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.



    Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.






    share|improve this answer











    $endgroup$


















      2












      $begingroup$

      The way proportional editing works in Blender is:




      1. You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently

      2. You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.


      Because you have selected all the vertices, they are all 100% influenced by your GZ



      Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.



      Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.






      share|improve this answer











      $endgroup$
















        2












        2








        2





        $begingroup$

        The way proportional editing works in Blender is:




        1. You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently

        2. You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.


        Because you have selected all the vertices, they are all 100% influenced by your GZ



        Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.



        Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.






        share|improve this answer











        $endgroup$



        The way proportional editing works in Blender is:




        1. You make a selection of elements. Everything in the selection is considered to be under 100% influence of any transform you make subsequently

        2. You set the radius and function-curve of falloff from those 100%-influenced points, where the distance is either measured in a circle around the current transform center, projected from the current point of view, or by accumulated connected edge-length through the mesh.


        Because you have selected all the vertices, they are all 100% influenced by your GZ



        Select 1 vertex: it will move by the whole of the requested transform, and all other vertices within the Prop. Edit radius will be in the area of falloff, and, in your case, move by a random extent, according to a randomly varying falloff 'curve'.



        Personally I much prefer the system adopted by 3DS and others, where you can make and edit soft selections, and then do whatever you want to them, proportionately to the selection weights.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited 7 hours ago

























        answered 9 hours ago









        Robin BettsRobin Betts

        6,7171628




        6,7171628






















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