General interface: opening, closing, switching, and rearranging panels, Outliner and Properties panels. Viewport panel: navigation, modes, display regimes, overlays. Adding and manipulating objects: N-Panel, gizmos, shortcuts. Object rotation: Euler angles vs quaternions, geometry origin and pivot points, 3D-cursor.
Object modeling: Array, Bevel, and Boolean modifiers. Shading and normals: mathematical foundations, shading methods, dependence on mesh topology. Hiding and unhiding objects and their elements.
Viewport Edit Mode: manipulating indivisual verteces, edges, and faces. Extrude and inset, join and fill, inserting and selecting edge loops. Delete vs Dissolve vs Merge. Mathamtical foundations of the Subdivision modifier: B-splines and relation to Bézier curves, Catmull-Clark algorythm. Controling edge sharpness: edge crease, support loops, beveling. Loop Tools add-on.
PBR materials: physical foundations, principal BSDF, basic parameters, Shader Nodes. Lighting and camera settings, HDRI environment maps. Eevee and Cycles rendering engines, GPU setup.
Keyframe animation, Timeline and Graph Editor panel (Bézier splines). Importing animation keyframes and 3D meshes from Wolfram Mathematica.
*Importing and animating LaTeX expressions.
Rigid-body simulations: body properties, Rigid Body World properties, initial conditions, constrains, baking. Liquid and gas simulations, Dynamic paint. Volumetric shaders.
Procedural geometry with Geometry Nodes. Drivers. Visualizing trajectories with particles and with Geometry Nodes. *Python Console scripts.