Overview
Bender 3D moves the existing vertices of a mesh according to its bounding box, without creating new ones. To get a smooth deformation, the mesh must therefore be subdivided enough upstream - otherwise the deformation looks "stepped".
Tip: for primitives (Shape 3D, Text 3D, Image Plane 3D), raise the Subdivision parameter of the primitive node - 20 to 50 depending on the amount of deformation you want.
Where to find this node
- Effects Library:
Tools > 3D > Bender 3D - Quick add: right-click in the Node Editor →
Add Tool > 3D > Bender 3D
Inputs
- SceneInput (orange) - required. Connect the scene or mesh holding the geometry to deform. Everything coming in (lights, cameras, other meshes) keeps flowing through; only the geometry is changed.
Setup
The Bender usually sits between an object and a Merge 3D. Typical workflow:
Shape 3D(Plane, Subdivision X/Y ≥ 20) or other subdivided geometry- →
Bender 3D - →
Merge 3Dwith camera and lights - →
Renderer 3D
Controls tab
The Controls tab holds all the deformation settings. The available parameters change with the selected Bender Type.
Common parameters
- Amount (default: 0)
- Strength of the deformation. Dimensionless value - the visual effect depends on the type. Typical range:
0.0(none) →1.0(very strong). - Axis (X / Y / Z)
- Axis along which the deformation is applied. Its meaning depends on the type: for a Bend, it is the axis you bend around; for Taper/Twist, it is the axis along which the deformation progresses.
- Angle (in degrees)
- Direction around the axis for the Bend and Shear types. Hidden for Taper and Twist. For example, it lets you bend upward (0°) or sideways (90°).
- Range (0.0 - 1.0)
- Limits the effect to part of the geometry (along the Axis). By default, the deformation covers the whole bounding box. Not available in
Shearmode. - Group Objects
- When the input holds several objects (through a
Merge 3Dor a chain), enabling Group Objects treats them as a single set (one shared center for the deformation). When off (default), each object is deformed on its own around its own center.
Bender Type
The Bender Type menu selects the deformation mode. Each mode uses the parameters above differently.
- Bend (default)
- Curves the geometry around an angle. The Angle parameter drives the direction of the curve. Used for roads, leaves, stylized forearms.
- Taper
- Gradually narrows or widens the geometry along the Axis. Positive = widening (inverted cone), negative = narrowing (cone).
- Twist
- Twists around the Axis, progressively along the length. Perfect for spiral effects on 3D text or twisted columns.
- Shear
- Shears along an axis. No Range here - the deformation applies evenly. Used to slant blocks (italic perspective effect).
Use cases
- Curved text -
Text 3D(high Subdivision) →Bender 3Din Bend mode with Axis Y, Angle 0°: the text follows an arc. - Winding road - a highly subdivided plane (50×50) + Bender in Bend mode with Range limited to 0.5: the road only curves over its first half.
- Twisted column - a
Shape 3Dcylinder with a subdivided height, Bender in Twist mode, Axis Y, Amount 1.0. - Rolling paper - subdivided plane + Bender in Bend mode with an animated Amount to create the illusion of a scroll unrolling.
- Logo in italic perspective - flat text + Bender in Shear mode, Axis Y, with a moderate Angle to slant it without deforming it in Z.
Tips & pitfalls
- Not enough subdivision - pitfall #1. If the deformation looks "stepped" instead of smooth, raise the Subdivision of the source node to at least 30.
- Wrong normals - after a strong bend, the normals no longer follow the real curve and the lighting looks flat. Chain a
Replace Normals 3Dto recompute them. - Always test by adjusting Amount first, then Angle - it keeps you from getting lost when the result is unexpected.
- To animate naturally, set two keyframes on Amount only. Animating Axis can cause sudden jumps.
- If you stack several
Bender 3Dnodes (e.g. Bend then Twist), check that the subdivision stays dense enough for all the combined effects.
Settings tab
The Settings tab has the options shared by most 3D nodes: visibility, lighting, render settings, object ID.
