Year 10 Digital Technology

3D Design with Blender
Model · Render · Animate · Simulate

Across this unit you will learn to work inside a professional 3D development environment: navigating 3D space, modelling complex shapes, rendering with colour and lighting, animating with keyframes, and applying physics simulations — all building towards a final assessment project that combines every skill.

Written for Blender 5.2 LTS (free download at blender.org) 10 lessons + homework + extension Final assessment: Marble Run
Unit of study

Welcome to the 3D Blender Unit

Blender is the same free, professional 3D software used to make animated films, game assets and visual effects. The learning curve is steep at the start, so each lesson includes written notes, screenshots and videos that you can return to at any time. If a checklist mentions something you cannot do yet, that is your signal to rewatch the relevant video.

How this unit works

Each tab above is one stage of the unit. Work through them in order — every lesson builds on the previous one, and the final assessment (the Marble Run) combines everything: modelling, smoothing, materials, lighting, camera work, animation and physics.

  1. 1D → 3D: what "dimensions" actually mean before we work in three of them.
  2. Navigation + Building Basics: moving through 3D space, adding and transforming objects.
  3. Humanoid: modelling a custom figure with vertices, edges, faces and extrusions.
  4. 2D → 3D Skill Check: build 3D shapes from 2D orthographic drawings.
  5. Smoothing: subdivision and modifiers to turn blocky models into smooth ones.
  6. Rendering, Colour + Lights: turn 3D models into finished 2D images.
  7. Animation + Physics: keyframes, video export, and soft body simulation.
  8. Assessment — Marble Run: a physics-driven animated video that combines every skill.

There is also a Homework tab (written task on triangles in 3D modelling) and an Extension tab (liquid and smoke simulation) for students who move quickly.

Software version

These notes are written for Blender 5.2 LTS, the current long-term-support release. Anything from Blender 4.2 onwards will look almost identical — if your school computer has a slightly older version, the shortcuts and menus in these lessons will still match.

Blender is free for home use too: blender.org/download.

No number pad on your laptop? Several shortcuts use the numpad (1 3 7 0). Turn on Edit → Preferences → Input → Emulate Numpad so the regular number row does the same job.

Key resources

Saving your work All files for this unit are saved in your OneDrive: Digital Technology → 3D Blender. Save early, save often — CTRL + S is your best friend, especially before running any physics simulation.

Your portfolio Track it

By the end of the unit your 3D Blender folder should contain all of the following. Tick them off as you go (ticks reset when you close the page — the real record is your OneDrive folder).

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Lesson 1

1D → 3D: What are dimensions?

Before we build in three dimensions, we need to agree on what a "dimension" actually is. A dimension is a direction you can measure in. Each time we add a direction of measurement, we add a dimension.

Think of it with real objects

1D — length only
A single strand of hair
A strand of hair is (almost) one-dimensional (we’re simplifying things here, and ignoring the minute thickness of the hair): it really only has a length. In 3D software, this is like an edge — a line between two points.
2D — length + width
A flat sheet of paper
A sheet of paper has length and width but essentially no thickness. In Blender this is a face (or a Plane mesh) — a flat surface.
3D — length + width + depth
A ball of modelling clay
A ball of clay takes up space in every direction. This is what we model in Blender: solid objects with volume, made of vertices, edges and faces.
The tool that draws them all?
A marker pen
A marker can draw a dot (1D), drag a line (1D), or shade an area (2D) — but it can never draw real depth, only fake it with perspective. That is exactly what a render does: it flattens a 3D scene into a 2D image.

Why this matters in Blender

Every model you build this term is constructed from these ideas stacked on top of each other:

  • Vertex (0D): a single point in space.
  • Edge (1D): a line connecting two vertices.
  • Face (2D): a flat surface enclosed by edges.
  • Mesh (3D): many faces joined together to form a solid-looking object.

Your screen, of course, is 2D. So Blender constantly performs the marker trick: it projects a 3D world onto a flat display, and lets you orbit around it so your brain can reconstruct the depth. Getting comfortable with that projection is the whole point of the next lesson.

Quick discussion Where else do you see 3D worlds projected onto 2D screens every day? (Hint: you probably played one this week.) What tricks do those programs use to make flat pixels feel deep — shadows, perspective, movement, overlap?
Lesson 3

Humanoid: modelling your first custom shape

Now we'll create our own custom design instead of relying only on the default objects and meshes that Blender provides. During this lesson we cover: navigating the 3D environment, basic shape manipulation, vertices / edges / faces, extrusions, scaling and moving, deleting and dissolving, changing view modes, removing and adding faces, and adding extra vertices and edges.

The goal

Target humanoid figure model
By the end of this lesson you will have modelled a figure like this (but a lot simpler!) — starting from the default cube.

Creating the core body shape

  1. Basic navigation. Open Blender and start a new General file. You should see the default cube in the viewport. Hold your middle mouse button to orbit the world, and SHIFT + middle mouse to drag (pan) the world around.
    Default Blender scene with cube, camera and light
    The default scene: cube, camera and light
    The default camera object
    Your default camera (used for rendering later)
    The default point light object
    Your default light source (we can change this completely later)
  2. Switching modes. Press TAB to swap between Object Mode and Edit Mode. You can see which mode you are in at the top-left of the viewport. Make sure you are in Edit Mode before continuing, and that the first of the three small icons immediately to the right of the mode dropdown is active — that is Vertex select. The other two are Edge select and Face select (shortcuts 1, 2, 3 on the top number row while in Edit Mode).
    Edit mode indicator with the three select mode icons
    Mode indicator + Vertex / Edge / Face select icons, top-left of the viewport
  3. Selecting vertex points. Double-tap A to deselect all vertices. Then left-click a vertex to select it, SHIFT + left-click to select several, or drag a selection box around them.
    Cube in edit mode with vertices being selected
  4. Begin building the body. Either press E (the Extrude shortcut) or select this tool from the left-side toolbar:
    The extrude tool in the toolbar

    Extrude the shape so it is twice as big as the original cube, then double-tap A to deselect all of the vertex points. To do this accurately: press E, type 2, then ENTER.

    Cube being extruded
    Cube extruded to double height
    After E → 2 → ENTER
  5. Save Save your file into your OneDrive. Title it Humanoid.blend.
  6. Fine control. S scales the selection and G grabs / moves it. To move a set of vertices accurately, press G then X, Y or Z to restrict movement to a single axis — the same trick works with S. You may also want to switch to Face select mode, which is often simpler when choosing a surface to extrude.
    Face select mode active in the edit mode header
    Face select mode
  7. Keep going. Continue to select, extrude, scale and grab vertices until you have a basic body shape that resembles this humanoid figure:
    Basic blocky humanoid figure

Essential fix-it skills

Need to remove an edge, or delete something?

In Edit Mode, select what you want to remove and press X. A menu appears with several options. Deleting removes the element completely, which sometimes takes other components with it (deleting an edge also deletes the faces attached to it). Dissolving removes what you selected but re-builds the surrounding geometry so no hole is left behind.

Want to see through your object?

Press SHIFT + Z to toggle between wireframe and solid shading. (Pressing Z on its own opens a pie menu with all four shading modes — we will use the other two, Material Preview and Rendered, in Lesson 6.)

Need to undo an action?

CTRL + Z — and Blender’s undo history is long, so keep pressing.

Finer control inside Edit Mode

Filling a face into an empty gap

Occasionally you may accidentally remove a face and be left with a gap. To fix it: switch to Edge select mode, double-tap A to deselect everything, then click each of the edges around the border while holding SHIFT. Once the entire border has been selected, press F.

  1. Select the face using the Face Selection mode.
    Humanoid figure with a face selected
    Face selection mode icon
  2. Press X to access the menu, then delete the face.
    The X delete menu open
    Humanoid with the face deleted, leaving a gap
  3. After ensuring that everything is deselected by double-pressing A, switch to Edge Selection, and hold SHIFT while selecting each of the edges.
    Border edges of the gap being selected
    Edge selection mode icon
  4. Press F on your keyboard. The face should now be filled.
    Humanoid figure with the face filled back in

Adding in extra vertices

Sometimes you’ll need to add in extra vertices / edges in order to create the shape that you need, or to add in more detail. To do this, you firstly need to be in Edit Mode (TAB).

Edit mode active

Option 1 — Loop Cut (CTRL + R)

The loop cut tool icon

This allows you to create a set of edges surrounding an object at the midpoint. As you move the mouse, the cut will shift between horizontal and vertical.

A loop cut placed around the humanoid

Option 2 — Knife (K)

The knife tool icon

The knife tool allows more customised geometry. To use it, left-click and drag between edges (either a straight line or a zig-zag). A red line will appear.

The knife tool drawing a red preview line

Press ENTER to lock in the new edges.

New edges locked in by the knife tool

More information

The video below walks through humanoid-style box modelling. It was recorded on a slightly older version of Blender, but every technique still works the same way in Blender 5.

Lesson 4 · Skill check

2D Orthographic → 3D Perspective

Engineers and designers describe 3D objects using flat orthographic drawings: a top view, a front view and a side view, with no perspective distortion. Your challenge is to reverse the process — read the 2D drawings below and build the 3D shapes they describe.

Task Build the shapes

Create 3D shapes from the 2D orthographic images shown below. You can either start from the default cube and modify it, or delete it (X) and create a new plane (SHIFT + A → Mesh → Plane), then rotate it (R + X/Y/Z + degrees of rotation).

Remember
  • Edit Mode (TAB) → toolbar (T) → Extrude (E)
  • Switch your selection mode (vertex / edge / face) with 1 2 3 at the top of your keyboard while in Edit Mode
  • You can subdivide an edge as well as a face to gain extra vertex points (right-click → Subdivide)
  • F creates a new face once you have the necessary vertices selected — but delete the original face first (this becomes important later on)
  • CTRL + R (Loop Cut) in Edit Mode is an easy way to subdivide an entire object
  • Check your work against the drawings using the orthographic views: 1 front, 3 right, 7 top (numpad)

Orthographic representations

Shape1234
Points2233
Orthographic representation 1
Shape 1 (2 points)
Orthographic representation 2
Shape 2 (2 points)
Orthographic representation 3
Shape 3 (3 points)
Orthographic representation 4
Shape 4 (3 points)
Submit Save Screenshot each completed shape from a perspective angle plus one orthographic view, and save the images and your .blend file(s) into your 3D Blender folder.
Lesson 5

Smoothing

Covered in this lesson: subdividing surfaces, and modifiers. Blocky models are fine for robots and buildings, but organic shapes need curves — and there are smart and not-so-smart ways to get them.

Subdividing surfaces

To quickly chop a face into multiple smaller faces: select the face, then right-click → Subdivide. Do this several times to create more complex geometry for your shape — but be warned, too many vertices will slow down your rendering later on.

A single face selected with the subdivide menu
1. Select a face and right-click → subdivide
The subdivided shape
2. The subdivided shape, where one face is now 4
Densely subdivided face
3. Repeat for denser geometry
The catch Subdividing permanently adds real geometry. Every extra vertex is more work for your computer — forever. If your goal is simply "make it smooth", there is a much better tool…

Modifiers

There are a significant number of ways to modify an object's surface without creating crazily complex geometry (which slows down processing and rendering). These live in the Modifier Properties panel — the blue spanner icon in the Properties editor on the right of your screen.

Densely subdivided mesh
Modifier properties spanner icon
The spanner: Modifier Properties

Select the Add Modifier option → Generate → Subdivision Surface.

Add modifier menu
Add Modifier → Generate → Subdivision Surface

You should now see something similar to this:

Subdivision surface modifier applied

If you want it to be closer to the original geometry, increase the number of levels.

Subdivision levels setting
→
Higher subdivision levels
=
The resulting smoother mesh

The magic of a modifier is that it is non-destructive: your original simple mesh is still underneath, easy to edit, and the smoothing is calculated on top. If you want the result closer to the original blocky shape, increase the number of levels; if you change your mind entirely, just delete the modifier.

Tip: shade smooth For an extra polish without any new geometry at all, right-click your object in Object Mode and choose Shade Smooth. This changes how light is calculated across the faces — combine it with a Subdivision Surface modifier for the best result.
Submit Save Save As your Blender file and call it Humanoid Smooth.blend. Your portfolio should now contain: Simple Face · Snowman · Humanoid · Humanoid Smooth.
Simple FaceSnowmanHumanoidHumanoid Smooth
Lesson 6

Rendering, Colour + Lights

Rendering is the process of generating a final 2D image (or animation) from a 3D model. It simulates lighting, textures, shadows and reflections to create a realistic or stylised visual output. Rendering can be real-time (used in games) or pre-rendered (used in movies and architecture).

Two ways to render

Ray Tracing Simulates the physical behaviour of light by tracing rays from the camera into the scene. It accurately calculates reflections, refractions and shadows, producing highly realistic images — but it is computationally expensive and slower. Common in film, architectural visualisation, and newer gaming GPUs with hardware acceleration. In Blender, the ray-tracing engine is Cycles.
Rasterisation Converts 3D objects into 2D pixels by projecting them onto the screen, using shaders to approximate lighting and shadows. Much faster, but less physically accurate — the standard for real-time graphics in games. In Blender, the rasterisation engine is EEVEE, and it is the default.
▶ Watch: how ray tracing actually works

Task Your first render

  1. Create a new Blender file with the default cube. Add a UV sphere (SHIFT + A → Mesh → UV Sphere) and move it vertically along the Z-axis (G then Z) so that it sits above your cube.
    Scene with a UV sphere above the default cube
    Sphere above the cube
  2. To render your 3D model (turning it into a 2D graphic), press F12 or use the Render menu at the top of your screen. It may not look very good yet — we haven't set up colour or lights.
    First render with the sphere partly out of frame
    First render — can you see the whole sphere?
  3. I'll make an assumption here: you most likely did not see all of the UV sphere in that render. To fix this, we need to move the camera.
    The camera object in the scene
    This is your camera — the render is taken from its point of view
  4. To see the camera's perspective while we work, split the viewport into four windows (drag from a viewport corner, or use View → Area → Toggle Quad View for a quick version):
    Blender split into four viewports
    ▶ Click to watch: splitting the viewport

    Use these following 2 tools, and modify your Blender interface to look like the example shown below:

    Viewport split into four windows
    Top (click Z on the gizmo) · Camera (camera icon) · Side (X or Y) · any-angle perspective
    Four viewports labelled top, camera, side, perspective
    Top (click Z on the gizmo) · Camera (camera icon) · Side (X or Y) · any-angle perspective
    The four-viewport layout
    Four viewports
  5. You can now select the camera just like any other object, press G, and move it in any of the windows. Keep adjusting until F12 gives a render like this:
    Render showing both objects fully in frame
    Both objects fully in frame
    Camera shortcut worth knowing With the camera view active (0), press CTRL + ALT + 0 (numpad) to snap the camera to your current viewpoint — frame the shot with normal navigation first, then snap.

Colour

We can apply a range of colours and textures to an object. We'll keep things simple for now.

▶ Watch: understanding colour and light
  1. Select your sphere and click the Material Properties editor (the sphere icon) on the right side of your screen. Click New, then alter the Surface properties. The default surface is a Principled BSDF — the setting you want is Base Color.
    Render with the coloured sphere
    Press F12 — notice the change?
  2. That colour is only visible when you render (or use Material Preview / Rendered shading — press Z for the pie menu). If you want objects to look different while you edit in Solid shading, scroll down in the Material editor to Viewport Display and set a colour there. It won't affect your rendered Surface colour.
    Material properties with the New button
    Material Properties → New
    Surface base colour setting
    Surface → Base Color
    Viewport display colour setting
    Viewport Display — editing colour only

Lighting

By default you have one light — a point light — providing all of the light in your 3D world:

The default point light in the scene
The default point light
Light data properties showing colour and power
Select it → Data Properties (green bulb icon): try changing Color and Power, then render (F12)

Try adding another light source on the other side of your objects: SHIFT + A → Light → Sun.

Scene with an extra sun light
A Sun lamp lights the whole scene evenly from one direction
Save Save Save the file as Shapes Cycle Render.blend.

Render properties: EEVEE vs Cycles

Render engine dropdown showing EEVEE and Cycles
Render Properties → Render Engine
  • EEVEE — rasterisation (fast, similar to a game engine). This is the default.
  • Cycles — ray tracing (slower, but better quality).

If your computer has a graphics card (GPU), Cycles can use it: switch Device from CPU to GPU Compute. (If GPU Compute is greyed out, it needs to be enabled once in Edit → Preferences → System → Cycles Render Devices.)

Task Build the full scene, then render with Cycles

  1. Apply a different colour to your cube.
  2. Add some additional shapes (a Torus + an Ico Sphere), moving the camera if required.
    The modifier spanner icon
    The modifier tool
  3. Add a Subdivision Surface modifier to the UV Sphere only: Modifiers → Add Modifier → Generate → Subdivision Surface, and set Levels Viewport + Render = 3.
  4. Add another cube, then enlarge and move it so it becomes a room that contains all of the objects, lights and camera. You may wish to view it as wireframe so you can still see inside (SHIFT + Z).
    Wireframe room cube containing the whole scene
    This is what you are trying to replicate
  5. Switch the Render Engine to Cycles and render (F12). This may take a crazy amount of time, so:
    • Go to Output Properties (just below Render Properties) and change the resolution down to 50%.
    • If the render still takes excessively long: in Render Properties → Sampling, drop Max Samples from 4096 to 100 (this section only appears once you have switched to Cycles). The Noise Threshold and other values can be reduced too — re-render to gauge the impact.
    • It may still look a little grainy / noisy after this — that is OK for this task.
    Cycles sampling settings
    Cycles → Sampling → Render
  6. Once the image has rendered, save it into the same location as your other 3D files (Image → Save in the render window). Name it Shapes Cycle Render.png.
    Final Cycles render of the full scene
    The final Cycles render

Your portfolio should now have the following files:

Simple Face.blendSnowman.blendHumanoid.blendHumanoid Smooth.blendShapes Cycle Render.png

Assessed Homework: rendered portfolio

Load each of your previous 3D models, add some additional lighting (if required), alter the material colours, and Cycles render two images from different perspectives / angles / zoom for each.

Create a PowerPoint portfolio, one slide for each 3D file. Include the name of the file as the heading and the two rendered images as evidence of your success. Note: you do not need to render an additional image of Shapes Cycle Render.

DevelopingConsolidatingExtending
  • Fewer than 3 of the tasks have been completed
  • Screenshots of the interface have been captured, rather than renders (Cycles)
  • Low: evidence of at least 3 of the 5 tasks
  • Mid–High: evidence of all 5 completed tasks, or alternative creations demonstrating similar skills + Cycles render
  • High: presented in a PowerPoint, neatly arranged, using the title of the task as the heading for each slide
  • Low: careful consideration of the impact of camera angle and lighting on each of your Cycles renders
  • High: additional evidence of alternative skills within Blender (self-learning required for this)
Lesson 7

Animation + Soft Body Physics

Now that you can create objects, edit their structure, apply lighting, move the camera and colour anything, you can begin creating simple keyframe-based animation — and then hand the hard work over to Blender's physics engine.

Task Keyframe animation

  1. Create a new Blender file. Leave the default cube as it is. Save the file as Simple Animation.
  2. Look at the bottom of your window — you'll notice the play control icons. Click the play button.
    Timeline play controls
    The timeline transport controls

    Congratulations, you've made your first animation… but nothing is actually happening, so it's fairly boring. Let's change that.

  3. Switch to the Animation workspace tab at the top of the screen (this isn't strictly necessary, but it includes a lot of tools that will be useful later on).
    Animation workspace tab
    Workspace tabs — Animation
  4. Ensure that you are on frame 1 by dragging the playhead, or by pressing the "jump to start" button.
    Playhead at frame 1
    Playhead at frame 1
  5. Select the cube and press K. This opens the Insert Keyframe menu with options for the different keyframe types — select Location, Rotation & Scale. (Pressing I inserts a keyframe instantly using the default channels; K lets you choose.)
    Insert keyframe menu
    The K Insert Keyframe menu
  6. Change to frame 40. Now change the cube's size (S), location (G) and rotation (R), then insert another keyframe exactly as in the previous step.
  7. Change the End frame from 250 to 40 (bottom-right of the timeline).
    Cube transformed at frame 40
  8. Press play, and check out your cool animation! Blender calculates every in-between frame for you — this is called interpolation.

To create a rendered animation (a real video file)

  1. In the Render Properties, keep the engine as EEVEE so the render is fast.
    Output properties resolution and format
  2. In the Output Properties, change:
    • Format: Resolution % = 50
    • Output: file path = the same folder as your other Blender files; Media Type: Video
    • Encoding: Container = MPEG-4 (leave the video codec as H.264)
  3. To render the full animation, press CTRL + F12 (or Render → Render Animation). The video file appears in your output folder when it finishes.

Task Soft Body physics

This is one of the coolest features of Blender. You can create a complex animation by simply telling the program to calculate how objects should interact, as if they follow the rules of physics. You control the density of objects and how they interact — all of the complex movement is calculated for you.

  1. Create a new Blender file. Save it as Softbody Physics.blend.
  2. Delete the default cube (X).
  3. Add a plane (SHIFT + A → Mesh → Plane), then scale it: S, 8, ENTER.
  4. Add a UV Sphere (SHIFT + A → Mesh → UV Sphere). In the pop-up panel (bottom-left), set Segments = 16 and Rings = 8.
    UV sphere settings panel
  5. Drag the UV Sphere up (G then Z). With it still selected, in Object Mode, right-click and choose Shade Smooth.
    Sphere above a large plane
    The setup: low-poly sphere above a large plane
  6. To make the two objects interact, open the Physics Properties tab (right-hand side of the screen, near the modifier spanner — the icon is a circling orbit). If you can't see it, scroll the icon column with your middle mouse button.
    Physics properties tab location
    The Physics Properties tab
    • UV Sphere: select Soft Body
    • Plane: select Collision
  7. Press the play button at the bottom of the screen — your sphere will wobble around in mid-air.
  8. Select the UV Sphere and turn off "Soft Body Goal" in the Physics tab. (The goal pins the sphere to its starting position — with it off, gravity wins.)
    Soft body goal checkbox
    Untick Soft Body Goal
  9. Important: reset the timeline back to frame 1, otherwise the next bit won't work. Press play again — the sphere should splat onto the plane.
  10. Stop the animation and reset back to frame 1. To give the sphere some rigidity (so it doesn't fully splat), open the Soft Body Edges drop-down and set:
    • Pull = 0.9, Push = 0.9, Bend = 10 — press play. It doesn't look very soft, does it?
    • Now change Pull and Push to 0.5, and Bend to 5 — much better. Try it for yourself.
    Soft body edges settings
    Soft Body Edges: Pull / Push / Bend
  11. To smooth the sphere out more: open the Modifier Properties (the spanner) and Add Modifier → Generate → Subdivision Surface.
    The modifier properties spanner

Control the world!

  • Tilt the table: rotate the plane a little (at a downwards angle) so the sphere doesn't bounce straight up and down. Play the animation again.
  • Duplicate the spheres: with a sphere selected, press SHIFT + D. Duplicates automatically carry the same soft body physics. Then select each sphere and also add Collision from the Physics tab — that way the spheres can collide with each other, not just with the plane.
    Multiple soft body spheres colliding
    Multiple soft bodies with Collision enabled on each
  • Play the animation. It may be slow the first time due to the extra calculations, but normal speed on subsequent plays.
If you need to extend your animation (only for long animations)
  • At the bottom of the screen you'll see the Start and End fields (1 and 250 by default). Increase the End number to lengthen your animation.
  • You will also need to select each object with soft body physics, expand Cache (inside the Soft Body settings), and change its End frame to match your animation length.
Timeline start and end fields with soft body cache
Timeline End + the Soft Body cache End must match
Baking Once you are happy with the animation, open the Cache section in the Physics tab and select Bake All Dynamics. This saves all the physics calculations, making playback and rendering dramatically faster — and more reliable.
The Bake All Dynamics button in the cache section
Lesson 8 · Final assessment

Assessment: The Marble Run

This project combines every skill from the unit: modelling, smoothing, materials, lighting, camera work, animation and soft body physics. Using the animation below as inspiration, design and build your own marble run.

Assessed Project brief

Animated marble run example with soft body spheres
Example marble run — soft body spheres rolling down ramps into a collection point

Your marble run requires:

  • At least 3 spheres, smoothed with Subdivision Surface modifiers. They don't have to start from the same place, but they do have to collide with each other at some stage in the animation.
  • 2 or more ramps
  • A collection point at the bottom — the marbles can't fall into non-existent space.
Tip Progressively test your soft body setup as you build the marble run. Physics interactions can get a little strange, and it's far easier to fix one new ramp than to debug a whole finished course. The troubleshooting notes below will help, but occasionally you may simply need to rebuild a piece that refuses to behave.

Submission requirements

  • 5–10 seconds in length
  • MPEG-4 video (Output Properties → Media Type: Video → Container MPEG-4, exactly as in Lesson 7)
  • 50% of the default export resolution
  • Evidence of soft body collisions, colour and light

Enhancement options: try animating the camera, and create a "room" with a large outside box to avoid the infinite blackness of the default Blender world.

When things get weird…

When you create 3D shapes and set them as Collision objects, you might notice that your soft bodies fall through them, get stuck, or deflect off at strange angles. Work through these fixes in order:

  1. Try baking. Physics → Cache → Bake All Dynamics forces Blender to perform every calculation properly, which fixes a lot of physics-based animations.
  2. If a marble falls straight through a ramp: select the marble, open the Soft Body Solver controls, and increase Step Size: Min Step (try values up towards 500 if needed). This makes Blender take more samples per frame, which dramatically improves collision detection.
  3. Keep collision shapes simple. Simple planes are far more reliable for collisions than complex shapes. A "ramp" can just be a scaled, rotated plane or thin cube.

Marking rubric

DevelopingConsolidatingExtending
  • Fewer than 3 spheres
  • Simple shapes, not in any apparent deliberate placement
  • No evidence of animation
  • 3 soft body spheres
  • Collection point at the bottom (it's OK if the soft bodies have some issues interacting with it)
  • Colour applied
  • 2+ light sources
  • 5–10 second video
  • Large cube "room"
  • Perfect execution of the task, with clear consideration of lighting and camera angle
  • Interesting design of the marble run, with additional 3D objects included (not necessarily collisions) to increase visual appeal
  • Evidence of additional researched techniques (fluids, advanced materials… see the Extension tab)
Homework

Why are triangles important in 3D modelling?

Quadrilaterals (four-sided faces) are used a lot in 3D modelling — but so are triangles. Underneath, your graphics card converts everything to triangles before it draws a single pixel. Your task is to explain why, three times, for three very different audiences.

Homework The task

A 3D model built entirely from triangular faces
Look closely: this whole model is a mesh of triangles
  1. For a 10-year-old (Developing) — Write a short explanation (about 3–4 sentences) describing what a triangle is and why it's used in 3D modelling. Focus on simple terms and a basic understanding. A simple analogy or example will help.
  2. For a 16-year-old (Consolidating) — Write a more detailed explanation (about 5–6 sentences) of why triangles are important in 3D modelling. Use more technical language and discuss how 3D objects are made up of shapes. Mention terms like polygons, vertices and faces.
  3. For an adult (Extending) — Write a thorough explanation (about 7–10 sentences) covering both the technical and practical reasons triangles are fundamental in 3D modelling. Discuss the efficiency of triangles for rendering, how they simplify the modelling process, and how the structure of 3D models is optimised for computers. You can also touch on the history and evolution of 3D modelling and why triangles are so efficient for computer processing.
  4. Comparison — Finish with a brief paragraph (3–4 sentences) comparing the three explanations. How does the level of detail change with each age group, and why is it important to adjust explanations for the audience's understanding?
Submission A Word document with the three explanations clearly separated (10-year-old / 16-year-old / adult) and the comparison paragraph at the end. Estimated time: 30 minutes.
Want a head start? In Blender, select any object, enter Edit Mode, then Face menu → Triangulate Faces (CTRL + T) to see exactly what your model looks like as triangles. CTRL + Z to undo!
Extension · For fast finishers

Liquids + Smoke simulation

Blender's fluid system can simulate pouring water and drifting smoke with startling realism. These simulations are heavy on your computer and heavy on your patience — which is exactly why they are extension work. Both walkthroughs below are written for the modern fluid system (called Mantaflow) used in Blender 5.

Before you start: the three fluid roles

Every fluid simulation in Blender uses the same cast of characters. Understanding these three roles makes everything else make sense:

  • Domain — a box that contains the entire simulation. All calculations happen inside it; fluid cannot exist outside it. (Without a domain, water would fall forever into an endless void requiring endless calculations.)
  • Flow — an object that produces (or removes) fluid: a one-off splash, or a continuous inflow like a tap.
  • Effector — an obstacle the fluid collides with: a tray, a glass, a wall.
Save first. Always. Fluid simulations write cache files next to your .blend file and can occasionally freeze a low-powered computer. Save your work before every bake.

Extension A Liquids: filling a tray

Part 1 — The fast way (Quick Liquid)

  1. New file. Scale the default cube down (S, 0.3, ENTER) and move it up (G, Z).
  2. With the cube selected: Object → Quick Effects → Quick Liquid. Blender builds the whole setup for you: the cube becomes a Flow object and a wireframe Domain box appears around it.
  3. Press SPACEBAR to play. The default cache mode is Replay, so the liquid simulates live as the timeline plays. Blocky? That's expected — keep going.
  4. Select the domain. In Physics → Fluid → Settings, raise Resolution Divisions from 32 to 64 (higher = more detail, much slower).
  5. Still on the domain, tick the Mesh section in the Liquid settings. This wraps the fluid particles in a smooth surface — the difference is dramatic. Reset to frame 1 and play again.

Part 2 — Build the classic tap-and-tray scene

Create your own customized tray with liquid pouring into it.

  1. Make the tray. New file. Scale the default cube flat-ish: S, then SHIFT + Z to widen it on X and Y only. Enter Edit Mode, select only the top face, delete it (X → Faces). Back in Object Mode, add a Solidify modifier, increase the Thickness, then apply it (drop-down on the modifier → Apply) so the tray has real walls.
  2. Make the liquid outlet. SHIFT + A → Mesh → Circle. Rotate it upright: R, X, 90. Move it above and to one side of the tray (G + Y, then G + Z), and scale it smaller (S). Enter Edit Mode and press F to fill the circle's face, then return to Object Mode.
  3. Make the domain. SHIFT + A → Mesh → Cube, scaled so it comfortably contains the tray and outlet (S, then S + Z to flatten as needed). So you can see inside it, go to Object Properties → Viewport Display → Display As: Wire.
  4. Assign the roles in the Physics tab:
    • Circle: Fluid → Type: Flow; Flow Type = Liquid; Flow Behavior = Inflow. Tick Initial Velocity and set Y = 1.0 so the liquid squirts sideways out of the outlet.
    • Tray: Fluid → Type: Effector; Effector Type = Collision. Tick Is Planar off if your tray walls are thin and leak.
    • Domain box: Fluid → Type: Domain; Domain Type = Liquid; Resolution Divisions = 64 (you can try 128 later at home); tick Mesh.
  5. Save, then bake: in the domain's Fluid → Cache panel, set Type = All, choose your frame range (1–100 is plenty), and click Bake All. A progress bar creeps along while Blender crunches every frame — there's a lot of number-crunching to figure out where all those vertices go as the liquid flows, hits the tray and interacts with itself. You can keep building the rest of the scene while it bakes.
  6. Materials + light. Give the liquid mesh a watery material: on the domain object, add a new material with Surface = Glass BSDF and IOR = 1.33 (the real refractive index of water). Swap the light for a Sun and raise its Strength. Give the tray and background their own colours.
  7. Camera + render. 0 to look through the camera. To fly the camera into position, press SHIFT + ` (the backtick key, above TAB) for walk navigation: W A S D to move, mouse to look, left-click to confirm. Switch the engine to Cycles for believable glass, drop the resolution to 50%, keep Max Samples modest (100–300), then render the animation (CTRL + F12). Long renders are best left to run at the end of the day.

Extension B Smoke

  1. New file. With the default cube selected: Object → Quick Effects → Quick Smoke. The cube becomes a smoke Flow emitter and a domain box appears around it. Press SPACEBAR — smoke immediately begins to rise.
  2. Scale the domain up (S) so you can produce more smoke before it hits the ceiling — the domain restricts where smoke can go.
  3. With the domain selected, in Physics → Fluid → Settings, raise Resolution Divisions to around 90 to sharpen the detail.
  4. To speed things up, tick Adaptive Domain (in the Gas settings) so Blender only calculates the region that actually contains smoke, not the whole box.
  5. For fine, wispy detail, tick the Noise section on the domain. This layers high-resolution turbulence over the base simulation. Start with an Upres Factor of 2.
  6. Sculpt the emitter. Select the original cube, enter Edit Mode, right-click → Subdivide, then open the operator panel (bottom-left) and increase Number of Cuts, Fractal and Random Seed to make the shape more organic. Return to Object Mode and test the animation — the smoke now rises from a craggy, natural-looking source.
  7. Make smoke fall instead of rise: on the domain's Gas settings, set the Heat buoyancy value to -1. Cold "smoke" (think dry ice) sinks.
  8. Animate the emitter:
    • Scale the emitter down, go to frame 1, and move it near the bottom of the domain.
    • Press I → Location to insert a keyframe.
    • Jump to frame 100, move the emitter near the top of the domain, and press I → Location again.
    • On the emitter's Flow settings, tick Initial Velocity so the moving source flings smoke realistically.
  9. Groovy colour: on the emitter's Flow settings, find Smoke Color. Pick a colour, then right-click the swatch → Insert Keyframe. Change the colour every 30 frames for a lava-lamp effect.
  10. Happy with it? Set the domain's Cache → Type = All and click Bake All, then continue with camera, lighting and rendering exactly as you did in Lesson 6 — EEVEE renders smoke surprisingly well and much faster than Cycles.
Where this can go Fire uses the same system (Flow Type: Fire + Smoke). If your marble run is finished and polished, a splash pool or a smoke trail is exactly the kind of "additional researched technique" that reaches the Extending band of the assessment rubric.