Render a Graphene Sheet using Blender

Blender is a free open-sourced 3D modeling tool which is very popular in many fields, including rendering scientific drawings.

Here is a rendered graphene sheet with some deformations:

The basic object is created roughly as follows:

  1. make a plane
  2. subdivide to have more meshes
  3. use modifiers: triangulate + subdivision (the unwanted vertices can be removed by dissolving)
  4. add wireframe modifier to the mesh (adjust the thickness and the boundary)
  5. add bevel modifier to shape the edges (adjust the magnitude)
  6. shade smooth to have more smooth object
  7. add displace modifier (above the previous two) and add a texture
  8. set the texture to be cloud (adjust the size 2.5)
  9. introduce atom (UV sphere) and use subdivision modifier with shape smooth
  10. add particles using hair style (the same number as the vertices)
  11. use the vertices as the source (adjust the pars), render them as the source atom and change the size
  12. adjust the order of modifiers if necessary
  13. adjust the materials/lighting
  14. rendering and save results

Similarly, the nanotube:

and fullerene (not exactly C60):

The later two models were built using the Tissue addon in Blender.

Handy Shortcuts/tips for Efficient Modeling

Dual Mesh in Tissue addon is super handy in generating these models without using triangulate and subdivision as listed in step 3 above. The version contained within the software may not work well. The best way is to download it from its web and install it manually.

Handy shortcuts

  • shift + R: repeat the previous operation
  • shift + G: selection with more options
  • shift + MMB: pan
  • object properties -> viewpoint display -> Wireframe ON: display object along with wireframe
  • F3: search commands
  • ctrl + Numpad (+): expand selection
  • ctrl + i: inverse selection
  • ctrl + a: apply operation
  • z: change view style

References

  1. CGFigure, YouTube.