Advanced Tissue Addon Techniques in Blender - Raindrops on Water

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
greetings Hobbies this is our sons of all and in this video we're going to have a look at some of the more advanced options of how you can use the tissue add-on so I wanted to try something a bit new today so I'm going to work on an overall project which is making a scene where you've got some water with raindrops splashing into it and to do that we're going to use some of the advanced options in the tissue add-on now there are probably other ways that you could do this so this isn't the only option but this was a nice little scene to allow me to show you some of these more advanced options now this is going to make this project a little bit weird because normally you'd set everything up to begin with whereas I'm going to set this up as I go and talk through problems and then talk about how you use the tissue modifier at each stage the reason I'm doing it that way is it allows me to section this into different chapters and that makes it easier for people watching to find the bit that they're interested in if they're not interested in all of it so I'm just going to set this up starting out with making a ripple that's going to be where one of these raindrops has fallen and I'm just using Loop tools to set this up but importantly I've made sure that there's a certain amount of vertices on the outside and I did that by using a subdivision surface modifier just so I knew the exact number and that's going to become relevant later when we start using the tissue modifier so now that I've got that set up I'm going to make my general scene which is where this is going to go so let's bring this off to the side let's scale that up a lot let's go with somewhere there could be actually bigger than this but we'll just deal with that for now maybe actually a little bit smaller I'm going to apply the scale and then I'm going to go into Edge mode and I'm going to control an e to subdivide this and I just want to subdivide this to the point where it's approximately the same size doesn't really make too much difference because the tissue modifier will automatically sort that out let's go with somewhere up there and then in object mode I'm going to add the same amount of subdivisions that I did on this object for where my ripple is so I'm going to subdivide this and I'm going to put that up to four and importantly I'm going to sort out these Corners just by going to Advanced and Boundary keep Corners now importantly I can't apply this for what I'm going to do later so that's really key and then I'm going to add in a displacement modifier to make these waves let's sort out a new texture come to the texture panel which is down here or you could have clicked on that button I'm going to use clouds which is what I tend to use for waves let's put this scale up to five we'll have a look at how that looks back to the modifier up the strength a little bit that might be a bit off on the scale let's try that on 10 for the size and yeah that looks like a better sort of set of waves maybe let's up the strength a little bit so there we go we've just got this sort of wavy ocean going on here so let's start with the basics we're going to use our tissue modifier to tessellate this so select the object that we want to use for our tessellations shift select the object we want it to be tessellated onto and then we're going to go to tissue and then tessellate we're going to want to use a patch technique to keep up with the subdivision surface and we want our points to be merged you can see this in the first video on tissue there's a link in the description if you want to have a look at that click OK and then we'll get this tessellating let's G and X that to the side so we can see it and remember we've still got our original there so we can change things around and we've got our ripples now first thing this looks absolutely shocking obviously we're going to subdivide this again at some point to make sure this is really clear and everything gets smoothed out but this does not look like realistic raindrops now the first thing we can do and I did this intentionally by putting the Raindrop off to one side is we can make things look a little bit better by moving the raindrops around so I'm going to come to my object data properties come all the way down to my tissue test light options and then I'm going to go down to rotation and I'm going to click the rotation as being random so this now starts off with it looking a little bit better because I offset that on my original version and now they're sort of all over the place so it looks a little bit better still not perfect but definitely better now we probably don't want this many raindrops so this is going to be the next bit that we're going to look at we're going to start saying well actually we don't want raindrops everywhere and actually we want a bigger variety of raindrops and splashes so how are we going to do that well the easiest way is to do this with materials and if we come to our tessellation option here here we have a component mode and we've got materials as an option so let's have a look how this works so the first thing is we're going to need our additional raindrops so I'm just going to speed through this but importantly I'm making a plane keeping it subdivided to the same amount and then applying it and then I'm going to make two other raindrops of various different sizes and how much they're sort of splashing at this point now to make this work we need to have these with very specific names I mean they can be whatever names you want but you need to remember what they are so I'm just going to name this Splash zero because there's no Splash in that one and then splash one two and three and the final thing we need to do is set up some materials so this is going to work now you can do this entirely on the object that you're going to be using I actually like to set these up in advance and it allows me to see what I'm doing and basically gives me a reminder if I'm going to come back to the file but as I said you really don't need to do this you could just do this as you go through but this is the way that I like to do it you could also do this on exactly the same objects with the splashes to help you but again I prefer having this set up differently just to make things really visible in case I want to change things so for this I'm going to go into my viewport shading and then we're going to come here and start adding some materials so we come down to the material tab I'm going to clip Plus for new and we're going to call this Splash zero and importantly you must give these exactly the same names as the objects that you want to tessellate and then to make it nice and easy to see for the other ones let's call this Splash one I'm going to change the color so I know what I'm dealing with and it's really easy and visible to see so we've now got materials of Splash zero Splash one Splash two and splash 3 that correspond or have the same names as our tessellating objects what this is going to allow me to do if I go into face mode is start setting up some of these splashes to be in certain places so what I need to do because I've got my Splash zero being I want generally I don't want ripples everywhere I'm going to come to this object new and I'm just gonna make splash zero as my material for generally the most of the object then I'm going to go into face mode and I'm going to select some random ones let's go with there and then I'm going to add a new material slot to this object and assign that as Splash one click assign and now we've got those to be fair this probably looks a little bit rubbish I'll deal with that in a second let's put another one here let's go splash one and assign that as well so you can add more to this the other way you could do this is you can go to select and then select random that's way too many I'm going to bring my ratio way down to somewhere like there so that gives us a nice start and then I can start unselecting if there are too many near each other and then let's get rid of that that and we'll want that one a different color as well let's put that there and do something like that but the random gives a nice start then I'm going to Plus change that Splash to click assign and we've got our Splash twos assigned and then let's just fill in some bits that seem to be missing something so let's go with something like that plus and we'll assign that with Splash 3 make sure you click assign so it's really easy to visibly see that you've done this and where everything's going and while we've got a few of these Splash twos the red ones in the center the randomized locations should make that fine so we come over to our tessellation object I'm actually going to come back to my standard matcat view but we know that that's there you can always come back and look at it and we're going to come to our tessellation so object data properties we've got our tissue test light options and then I'm going to change my component mode from object where it can only have one two materials now you'll notice that I've got this slightly weird offset here and I gonna be honest I don't know why that happens it's got to be something to do with the origins and I know that because of the way that it solve but if I come here and have a look you can see the object's Origins are exactly on where everything is I think it's because I've got this going slightly further down and then it basically isn't working perfectly of the origin and you can see this one's going further down there as well so I think that actually what happens within this is that the origin works at the center but it looks off the lowest point so that's causing this issue here where you've got this offset and you get some slightly smaller offsets now we can fix this if I just come down here to align to Origins if you click that it will then fix that issue so problem no problem and everything's lined up nicely so that's how to fix that it's a really common problem I got really baffled by and couldn't find anyone solving it I think as I said it's because this works off of size and how far things are away from the origin and we'll treat that as the bottom so just by the way I created this it causes that issue so anyway it's an easy one to solve and we've got that's solved so there we go we've got my raindrops and they're on the sea cool really happy with this and I can always come in after this tessellation notice that this tessellation doesn't have any modifiers on at all whereas the other object does I can come in here and press something like control and two to smooth out my raindrops and suddenly everything and the splashes look way nicer we will have this issue with these Corners so again I'll just fix that to keep the corners so great I've got my little raindrops now let's make this a little bit cooler I want my raindrops to actually have that sort of Splash and impact at the moment this looks a bit like it's got measles I'm not saying this is the best way to make raindrops anyway but what we're going to do is I'm going to come in here and go to vertex mode and I'm going to select these middle vertices that I put there and then I'm just going to G and then set that up so I've now got sort of the splash point where it's sort of coming in and hitting and let's do the same for this one as well so notice that I've got a very specific Center Point that's G and Z that up so we've now got our splashes and if I come here we can then come to my object data properties and then refresh this and we'll get our Splash points in as well so you can change things and add it in later except this looks rubbish and I mean at a glance it's not too bad but because this has been modified by the direction of the normals and this is working off of something that's got a curve to it suddenly our raindrops are all hitting from really different angles and while you sometimes get the rain going well all in one angle it's raining sideways you don't have it that random so we're gonna have to come up with a different solution to this and this is actually relatively easily solved so what I'm going to do is just undo all of this and we're going to have a look at how we solve this and this is not done with tissue but because tissue makes multiple versions of these we can use use that to help us so what I'm going to do is go into vertex mode and I'm going to select that Center vertex and I'm going to my object data properties and I'm going to create a Vertex group just for that Center Point which I want to use as the splash so plus and I'm going to call this drop and then assign it always deselect and then select check that it's working and it is and then I'm going to come over to this one here and I'm going to do exactly the same thing and importantly I'm going to also call this drop so they've both got the same name assign it these let's select yes it's working right let's refresh this tessellation so this has now been refreshed and if I go into vertex mode where we've got all of these I can go to my geometry this always seems to make an extra drop but if you still click on the first drop oh let's deselect everything and click select you'll notice that we've selected all of those Center points that we want that one doesn't have one because it's the flat one this one does so all of them are now selected because they are all called drop so why is that helpful well if I shift a and bring in an empty let's bring in a plane axis I'm just going to scale that up and then let's alternate to bring that over just so it's nearby so we've got our empty now and this empty is going to be used for our initial impacts I'm just gonna F2 and name this impact empty Contour objects so our tessellated object add modifier we're going to use a hook modifier and then we're going to be using as our object that impact empty and for our vertex group we're going to click drop one and then I can now select this G and then Z and it's going to bring up all of my splashes all of my little points we only want it a little bit so let's go to about there and what's cool about this is they are all horizontal so suddenly this one you've got your raindrop coming in hitting but then it's making the splash at the right angle so this works really nicely if you want these what I really want to find out a way of doing is randomizing this strength so that they're not all the same length I mean I could do these as different numbers and I could come in individually and change this but there must be a way to do that I'm thinking maybe with a geometry node but we'll see but either way we have now got our C scene or our water with these raindrops coming in and splashing on the surface now obviously you can make this vastly better you can come in here change some of our vertices around so we could always start moving these so let's take those move those a little bit out and so on so you can always just come and add some more modifications in as you choose you do not need to do this all in one go because of the way the tessellations work so this works very nicely non-destructively it gets you all the things that you'd normally be able to do with modifiers but with a lot more options and with that combination of being able to randomize but also being specifically select things yourself it's a really nice mix of Both Worlds compared to doing things procedurally hopefully this nicely shows some of the more advanced things you can do with the tissue tessellate function and gives you some ideas of how you can use this in your designs have a great day guys
Info
Channel: Artisans of Vaul
Views: 2,347
Rating: undefined out of 5
Keywords: blender, beginner, pro, tessellate, tesellate, tesselate, add, on, water, rain, raindrop, splash, randomise, rotation, randomize, object, used, vary, hook, modifier, guide, tutorial, how to
Id: xUSQFh9dTAU
Channel Id: undefined
Length: 14min 58sec (898 seconds)
Published: Mon Oct 09 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.