Blender Tutorials

CoursesSignupLogin
Learn Blender Now
Course Progress
0% Complete
0/85 Steps

Course Content

Expand All
Getting Started - The Basics
Modelling - The Basics
Materials - The Basics
Rendering
Revision

If the 3D viewport is the meat and bones of the software, the Properties Editor is the heart and soul.

From here you can edit different data in your scene from within vertical tabs that line the left had side of the editor. At first glance these mean very little as they only show icons. If you hover over any of them it will give you a tooltip that tells you it’s name. In time you will come to recognize each of these tabs by icon alone.

The Interface

The Properties Editor is broken up into three sections which are identified by gaps between blocks of tabs, as shown via the image.

The top section is where tabs related to tools that you currently have selected.

The section below that contains tabs that relate to scene data. This includes world information, export file types, image dimensions.

The last section is for object specific data. Notice that this section will change depending on what object that you have selected.
Try selecting different objects and note how the tabs in the Properties Editor change. You may recognize one icon when you have a mesh type object selected. You will notice a green upside-down triangle. Remember how we looked at this icon in the Outliner Editor. Do you remember what it means?

Important Tabs to memorize

At this initial stage in your training, the most important tabs that we are going to look at are:

  1. Output Properties tab, found in the 2nd section. - From this section we can change the dimensions of the final output file. (dimensions referring to the pixel size). We can also choose the file type that we will save the final render in, for example ‘.PNG’ and ‘.MP4’.
  2. Modifier Properties, found in the object specific section. From here we can add procedural effects and operations to our objects. This is something that we have not touched on yet, and won’t do for some time. We will use this section for adding procedurally mirrors once we get to modeling.
  3. Material Properties, found in the objects specific section. We can create and edit material information for our objects.

As we move forwards please keep these three properties tabs in your mind as we are going to be using them a lot in these initial parts of your learning.

The Properties Editor

Article

If the 3D viewport is the meat and bones of the software, the Properties Editor is the heart and soul.

From here you can edit different data in your scene from within vertical tabs that line the left had side of the editor. At first glance these mean very little as they only show icons. If you hover over any of them it will give you a tooltip that tells you it’s name. In time you will come to recognize each of these tabs by icon alone.

The Interface

The Properties Editor is broken up into three sections which are identified by gaps between blocks of tabs, as shown via the image.

The top section is where tabs related to tools that you currently have selected.

The section below that contains tabs that relate to scene data. This includes world information, export file types, image dimensions.

The last section is for object specific data. Notice that this section will change depending on what object that you have selected.
Try selecting different objects and note how the tabs in the Properties Editor change. You may recognize one icon when you have a mesh type object selected. You will notice a green upside-down triangle. Remember how we looked at this icon in the Outliner Editor. Do you remember what it means?

Important Tabs to memorize

At this initial stage in your training, the most important tabs that we are going to look at are:

  1. Output Properties tab, found in the 2nd section. - From this section we can change the dimensions of the final output file. (dimensions referring to the pixel size). We can also choose the file type that we will save the final render in, for example ‘.PNG’ and ‘.MP4’.
  2. Modifier Properties, found in the object specific section. From here we can add procedural effects and operations to our objects. This is something that we have not touched on yet, and won’t do for some time. We will use this section for adding procedurally mirrors once we get to modeling.
  3. Material Properties, found in the objects specific section. We can create and edit material information for our objects.

As we move forwards please keep these three properties tabs in your mind as we are going to be using them a lot in these initial parts of your learning.