BlenderBlender Basics

Every Blender modifier in one list: what each Add Modifier group does

Open the Add Modifier menu in Blender 5.2 group by group, see what Edit, Generate, Deform, Normals, Physics and the node groups contain, learn the one-line job of each modifier, add one by typing its name, and find the series posts that cover each one in detail.

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Based on: Blender 5.2 LTS (screenshots from 5.2.1, English interface, default shortcuts). Checked in November 2026. All pictures are real Blender screenshots. The red numbers and boxes were added to explain them. In most pictures the Properties editor was dragged wider.

Click Add Modifier in the Modifiers tab and you get dozens of names. It is normal not to know where to start. This post opens that menu one group at a time and gives each modifier a one-line job. Think of it as a map.

A modifier changes how an object looks without touching the original shape. It works like a filter in a photo app: turn it off and the original comes back. The idea, the stack order and Apply are covered in What is a modifier. A first hands-on try is in Blender beginner chapter 7: modifiers. This post is the next step. It answers "what is everything else in that menu?"

After this post you can:

  1. Tell the nine groups of the Add Modifier menu apart.
  2. Pick common Generate and Deform modifiers by name.
  3. Add a modifier by opening the menu and typing.
  4. Find the series post that covers the modifier you need.

Before you start: Select the default cube in a new file (File ‣ New ‣ General) and open the Modifiers tab (wrench icon) in the Properties editor on the right. The menu items change a little with the object type (mesh, curve, text and so on). This post uses the default cube, which is a mesh.

1. The big picture: nine groups

Follow along: Click the Add Modifier button at the top of the Modifiers tab. When the menu opens, move the mouse over Edit.

The Add Modifier menu. Search at the top, then Edit, Generate, Deform, Normals and Physics marked 1, Geometry, Hair, Instances and Simulation marked 2, and Geometry Nodes at the bottom. With the mouse over Edit, the Edit list opens on the left, marked 3 Figure 1. The Add Modifier menu: ① the five groups of standard modifiers ② four groups of modifiers built with nodes ③ the list that opens when the mouse is over Edit (Blender screenshot)

Lines split the menu into four blocks.

BlockGroupsWhat is inside
TopSearch...Find by name (section 5)
Upper middleEdit, Generate, Deform, Normals, PhysicsThe standard modifiers Blender has had for a long time
Lower middleGeometry, Hair, Instances, SimulationModifiers made with Geometry Nodes that ship with Blender
BottomGeometry NodesAn empty Geometry Nodes modifier, where you build your own nodes

The lower-middle groups are ready-made tools built from nodes, which snap together like Lego bricks. Nodes are covered in Geometry Nodes for beginners. At first, the five upper groups are all you need.

1-1. Edit: changes data rather than shape

The Edit list is ③ in Figure 1. These modifiers change information attached to points (UV coordinates, point weights) more than point positions. Many of them show no visible change, so you can skip them at first.

ModifierJob in one line
Data TransferCopy data (normals, UVs and so on) from another object to nearby points
Mesh Cache / Mesh Sequence CachePlay back motion baked in another program
UV ProjectMake UV coordinates as if projected from another object (often a camera or an empty)
UV WarpMove, rotate or stretch UV coordinates
Vertex Weight Edit / Mix / ProximityChange, mix or set by distance the weights in a vertex group

2. Generate: adds faces or rebuilds the mesh

This is the group you will use most. These modifiers add, remove or rebuild points and faces.

Follow along: Move the mouse over Generate.

The list that opens when the mouse is over Generate. All 21 items from Array to Wireframe are inside box 1 Figure 2. ① The Generate list. Array and Array (Legacy) are separate items at the top (Blender screenshot)

ModifierJob in one lineUse it for
ArrayCopy the shape many times along a line, circle or curve (the new version since 5.0)Fences, stairs, a ring of pillars
Array (Legacy)The old array. Old tutorials show this oneOpening older files
BevelCut corners to round themSoftening razor-sharp edges
BooleanJoin, subtract or keep only the overlap with another objectA window hole in a wall
BuildFaces appear or disappear one by one over timeA shape that builds itself up
Curve to TubeGive a curve a tube-shaped bodyCables, pipes
DecimateLower the face count while keeping the shape closeLightening a heavy model
Edge SplitSplit faces at sharp edges so the edges look crispSharp edges on a smooth-shaded model
MaskShow only the part in a vertex groupWorking on part of a big model
MirrorMirror the shape across the object's originFaces, cars, anything with matching sides
MultiresolutionAdd levels for sculpting fine detailSculpting
RemeshRebuild the surface as an even gridCleaning a messy mesh
Scatter on SurfaceScatter small objects over a surfaceGrass, pebbles
ScrewSpin a profile around an axisBottles, screws, cups
SkinGrow a thick body around points and edgesBranches, quick character bases
SolidifyGive thin faces a thicknessCup walls, paper, clothes
Subdivision SurfaceSplit faces to make the shape smoothRounded characters and products
TriangulateTurn every face into trianglesChecking before export to a game engine
Volume to MeshTurn volume data (like smoke) into a meshMaking a volume solid
WeldMerge points that are very closeClosing a split seam
WireframeTurn edges into barsSteel frames, lattice decoration

The seven in bold each get their own post in this series (section 6).

3. Deform: moves points without changing the mesh

Deform modifiers keep the number of points and their connections. They only move the points. The net stays the same; you just pull it.

Follow along: Move the mouse over Deform.

The list that opens when the mouse is over Deform. 16 items from Armature to Wave inside box 1 Figure 3. ① The 16 Deform modifiers (Blender screenshot)

ModifierJob in one line
ArmatureMove the mesh with a skeleton (armature). The base of character animation
CastPull the shape toward a sphere, cylinder or box
CurveBend along a curve (with Array: chains, rails)
DisplacePush the surface out by a texture's brightness (terrain, bumpy walls)
HookHang some points on another object and drag them around
Laplacian DeformMove a few anchor points and let the rest follow while keeping its shape
LatticeBend the mesh inside a lattice cage by moving the cage
Mesh DeformBend the mesh with another mesh wrapped around it
ShrinkwrapMake the mesh stick to another object's surface
Simple DeformTwist, bend, taper or stretch
Smooth / Smooth Corrective / Smooth LaplacianEven out point positions to smooth the shape (in slightly different ways)
Surface DeformFollow another surface as it moves
WarpBend as if pulled between two points
WaveMake a ripple

4. Normals, Physics and the node groups

Follow along: Move the mouse over Normals, then over Physics.

Left: the Normals list (Normal Edit, Weighted Normal, Smooth by Angle). Right: the Physics list (9 items from Cloth to Soft Body) Figure 4. Left: Normals. Right: Physics (Blender screenshot)

A normal is the direction a face points. It decides how light hits that face. The Normals group keeps the shape and only adjusts these directions, which changes the shading.

GroupModifierJob in one line
NormalsNormal EditTilt normals toward a point or a direction
NormalsWeighted NormalMatch normals to large faces so flat areas look clean
NormalsSmooth by AngleSmooth only where the surface bends less than a set angle
PhysicsCloth, Collision, Soft BodyCloth, collisions, soft objects
PhysicsFluid, OceanFlowing liquid, an ocean surface
PhysicsDynamic Paint, ExplodePaint where things touch, break faces apart
PhysicsParticle System, Particle InstanceEmit particles, put a mesh at each particle

You usually turn physics on in the Physics tab rather than in this menu. Turning on Cloth in the Physics tab also puts a Cloth modifier in the stack. That is why the same names show up here.

Now open the four node groups in the lower part.

Follow along: Move the mouse over Geometry, Hair and Simulation in turn.

Three menu pictures stacked. Top: Geometry with Geometry Input and Write. Middle: Hair with Deformation, Generation, Guides, Utility and Write. Bottom: Simulation with Cloth Dynamics (Experimental), Collider and Hair Dynamics Figure 5. From the top: the Geometry, Hair and Simulation groups (Blender screenshot)

GroupWhat is inside
GeometryGeometry Input, Write (submenus for reading and writing attributes)
HairDeformation, Generation, Guides, Utility, Write (submenus for hair curves)
InstancesInstance on Elements, Randomize Transforms
SimulationCloth Dynamics (Experimental), Collider, Hair Dynamics

Most of these go with hair curves or node work. While you are learning mesh modeling, just remember that ready-made node tools live here.

5. Add by name: type in the menu

If scrolling through lists is slow, type. When the Add Modifier menu is open, pressing a letter turns it into a search.

Follow along:

  1. Click Add Modifier to open the menu.
  2. Without clicking anything, type B E V.
  3. When Generate ▸ Bevel is highlighted at the top, press Enter.

The menu turned into a search field with bev typed. The search field is marked 1 and the first result, Generate ▸ Bevel, is marked 2. Below it: Subdivision Surface and Hair ▸ Deformation ▸ Blend Hair Curves Figure 6. ① bev in the search field ② the first result, Generate ▸ Bevel. Each result shows which group it belongs to (Blender screenshot)

After pressing Enter. The cube's edges are cut and a Bevel panel appears in the Modifiers tab. The panel header is marked 1, and the Edges, Width Type, Amount, Segments, Limit Method and Angle rows are marked 2 Figure 7. After Enter: ① a Bevel panel appears ② defaults are Amount 0.1 m, Segments 1, Limit Method Angle (30°) (Blender screenshot)

The search also lists other names below the top one. Enter adds the highlighted top line, so check that it is the one you want first. The "Generate ▸" text in front of each result also teaches you where that modifier sits in the menu. To remove the Bevel, click the X at the right end of the panel header.

6. One at a time: the 10-part modifier series

If this post is the map, the posts below are walks through each neighborhood. They all use the same setup: Blender 5.2, starting from a new file, real screenshots.

No.PostWhat it covers
1This postMap of the whole menu
2Mirror modifierBuild half, mirror the rest, keep the center seam closed
3Array modifierRows, stairs, circles (the new Array)
4Bevel modifierRound edges, only where you want by angle or weight
5Subdivision Surface modifierSmooth shapes, keep corners with support loops and creases
6Boolean modifierCut holes, join shapes
7Solidify modifierGive thin faces thickness
8Screw modifierSpin a profile into bottles and screws
9Curve modifier with ArrayBend along a curve, with Array
10Displace and Shrinkwrap modifiersPush surfaces out, stick to other surfaces

To let an AI build a modifier stack, continue with Let AI build a modifier stack.

7. Practice

  1. Open the Add Modifier menu and count the items in Generate and Deform. Check that they match the tables here.
  2. With the menu open, type S O L and write down the first result.
  3. Add a Bevel to the default cube, then turn on Cloth in the Physics tab. See what new item appears in the Modifiers tab. Undo with Ctrl+Z afterwards.
  4. Instead of the cube, add a curve with Add ‣ Curve ‣ Bezier and open the Add Modifier menu. Find what is different from a mesh.

8. Common mistakes and fixes

SymptomCauseFix
I can't see the Add Modifier buttonAnother tab is openClick the wrench icon in the vertical tab column of the Properties editor
The menu has fewer items than this postThe selected object is not a mesh (curve, text and so on)The menu changes with object type. Select a mesh and open it again
My Array panel looks different from an old tutorialSince 5.0, Array is the new one; old tutorials use Array (Legacy)Pick Array (Legacy) when following an old tutorial
Typing in the menu doesn't searchThe mouse left the menu and it closedOpen the menu again and type with the mouse over it
Blender got very slow right after adding somethingHigh Subdivision Surface level or a large Array countLower the level or count, or turn off the monitor icon in the panel header for a moment
I added Cloth and nothing happensPhysics is calculated when the timeline playsGo back to the first frame and play the timeline

Summary in one line

Add Modifier = five standard groups (Edit, Generate, Deform, Normals, Physics) + four node groups. Generate makes new shape; Deform only bends. Open the menu and type to search. The next post covers the Mirror modifier, the first one worth getting used to.

Next: Mirror modifier · Whole series: this post

References

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