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Best of Blender 5.0 - Modelling with Modifiers

The new blender update Blender5.0 blender" and "Juan Hernández."

Blender has really stepped it up this time! There is so much to discuss, I have decided to release a blog series surrounding this newest update. I decided that this would be a perfect opportunity to go through the newest features!


I received a lot of my information from blender.org and the official update video.


Our main focus in this blog is the new and improved modifiers. These modifiers are not only easy to use but are tied into the geometry node editor. This means more technical users can change the modifiers to help create their scene more efficiently.


The updated array modifier:


For better control over adjusting your array, we now have gizmos and extra features for moving, rotating and tweaking. This means we can now be more precise with how our array looks.


The new Array modifier in Blender 5.0 brings several features that were impossible or were very difficult with the old "Legacy" modifier. The main differences are in how we are able to arrange the copies and add variation to them. We also now have built-in randomisation for more natural-looking arrays.


We can now use "Endpoint" mode to set a start and end point and let Blender fill the line evenly aswell as control over how each copy rotates to follow the curvature of a path or circle. We can now create linear arrays, circular arrays, or use any curve object as a custom path for your array using more straightforward methods.


Another bonus of this array is future-proofing for your long-term projects. Because this modifier is using geometry nodes, we don't have to worry about any future updates corrupting our work.


What each setting does:


The "Shape" dropdown tells Blender what kind of pattern we want to start with. Line (straight line), Circle (circular), Curve (follows a custom curve), Transform (uses offset values.


The count value controls how many times the object is repeated along the pattern.


For Lined arrays, the offset method Controls spacing along a line:

  • Relative (based on object size)

  • Offset (fixed distance)

  • Endpoint (between two points)


We then have our offset settings:

  • Offset Rotation x

  • Offset Rotation y

  • Offset Rotation z


For transform (AKA the position)

  • Offset x

  • Offset y

  • Offset z


For Scale offset:

  • Offset Scale x

  • Offset Scale y

  • Offset Scale z


Realise instances

This Boolean turns the output into a single geometry and is usually required by other modifiers.


Randomise

Randomise when turned on can help make the array look more natural and... well.. random.


 merge

The merge feature allows for the geometry to become connected.


The array feature is best used for creating new projects that require circular or more randomised arrays. Not only that, but it is recommended because it is better long-term, as we discussed before.



The array (legacy) modifier


The array legacy modifier may use the old modifier system, but that doesn't mean it's useless. Unlike the new array modifier, the array legacy supports UV offsets, allowing the user to manipulate textures better. Another great thing about the old array modifier is the ability to cap start/end objects.


What each setting does:


Fit type:

  • fixed count

  • fit length

  • fit curve


Relative offset

Relative offset allows up to add a basic offset to the array.


Consistent offset:

Consistent offset for a consistent offset.


Object offset:

Object offset adds another object's transformation to the total offset.


Merge:

This setting merges the last instance's vertices with the next instance's vertices for a smoother look.


uvs sliders > u offset controls the offset of the u axis (the horizontal axis)

uvs sliders > v offset controls the offset of the v axis (the vertical axis)

caps > end cap > mesh object to use as an end cap

caps > start cap > mesh object to use as a start cap


When working in a team, it is safer to use the array legacy simply due to version control. Let's say you recently got access to Blender 5.0, but another person on your team is stuck with 4.8. Your teammate may be unable to open the project or experience problems when working on it.


Instance on elements modifier:


Instance on object can help users create complex scenes more efficiently. This New modifier distributes objects across an object's faces, corners, edges and points instead of combining 2 array modifiers (one for the x axis and one for the y axis). This also means the mesh that has this modifier attached can be warped and sculpted into complex shapes and still have the even distribution features from an array!


Here is a simple mock-up.
Here is a simple mock-up.

Before, you had to create a particle system or use a shrinkwrap modifier but now you can get this effect almost instantly!


What each setting does:


Instance on:

Instance on controls where the objects appear from. Faces, points, edges, or corners.


Mask:

Mask tells Blender where the objects should and shouldn't appear. This is similar to the density group for hair particles. You can control this by creating a vertex group, selecting certain vertices and adding the value of influence to them either through weight painting or manual assignment.


Instance type:

Instance type allows the user to emit either a single object or a collection of objects.


 Realise instances:

The Realise instances Boolean turns the output into a single geometry and is usually required by other modifiers.


Keep surface:

Keep surface enables or disables the visibility of the object to which you have the modifier attached. (in this case, the teapot).


Seed:

The seed gives a random value, but in this modifier, it is pretty useless because it is on a grid system.


Transform> surface offset :

Transform> surface offset tells Blender where along the z-axis the objects should be visible. 0 = begin showing from the surface of the teapot, and >0 will spawn away from the teapot.


Align to rotation:

Align to rotation controls whether the instances are rotated depending on the normals or the teapot, or if they are rotated the same as the model object.


This modifier is useful for creating geometrical details on other complex objects. I can speed up the process and be much less fiddly than the shrinkwrap and solidify combo.


Scatter on surface modifier:


Scatter on surface modifier is very similar to the instance on elements modifier. However, there is one huge advantage to the scatter on surface modifier: It looks more natural! In nature, there are very few instances where objects are distributed evenly. This modifier is used for more organic situations like grass or trees.


It is a much more efficient alternative to weight painting, and users have more overall control. Users can control the positions of these instances more while also keeping the look of the scene feeling natural and organic.

What each setting does


Randomise transforms modifier:


The Randomise Transform modifier in Blender 5.0 is a powerful and easy-to-use tool that randomly changes the location, rotation, and scale of the objects or geometry elements it affects.


Geometry modifier:


Its primary function is to create procedural geometry by manipulating meshes, curves, text, and volume objects without permanently altering the original data. It is essentially another access point to the geometry.


Curve to tube modifier:


The Curve to Tube modifier in Blender 5 is a new tool for creating cylindrical or tubular meshes that follow the shape of a curve, making it perfect for objects like pipes, cables, and hoses. It is important to remember that this modifier only works on curve objects.


New Tweaks

  • The Boolean modifier's "fast" has now been renamed to "float".

  • Mesh deform and surface deform are now much more efficient and take up less memory.

  • Multires now allows us to view vertices on the surface of the mesh instead of on the surface of the original mesh before the modifier was added.

  • The particle tab now allows users to delete all particle systems all at once, saving time and tedious work.

  • Lattice deform selected now surrounds the current selected object with a lattice and automatically adds a lattice modifier.

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