Blender multi texture mapping for Vertex Displacement in 3D Printing, CNC machining and more

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hello folks this video is the second part on Blender modeling for 3d printing using vertex displacement today we will use texture mapping functions in blender to have more control on the displacement process vertex displacement gives us the possibility to speed up or modeling process and enables us to add a lot of detail to the model in a short time in the first part of this topic we went through the basic image handling and blender setup if you missed the first part I will add a link here in this part of the video we will use multiple materials and textures on our model and use the UV mapping to position the displacements properly and of course we will use vertex displacement to add additional details to our models the enhanced models can then be used for 3d printing grading molds or CNC machining I recently used this technique to create molds for metal casting and first results are looking very promising as I can show here but more on that later after the intro in the following example I will use the texture mapping function in blender to show how to assign individual materials to selected faces or areas on our model we can use this later on to assign different textures UV maps and surface properties to our model UV mapping Maps the 2d pixel and color information of a texture to point to a point in 3d space and on our model surface it can be used to provide color lightning and other information to the renderer in relationship to the texture and tells him how to render a surface area of a model for demonstration purpose and for better understanding how I assign displacements on a model I prepared the following steps first I create materials for specific areas in this case phases second then I create a texture mapping for the individual materials and create the related UV maps for it and third finally I assign the displacements using the UV maps and images I already loaded in the model therefore I use the displacement modifier I use the displacement modifier in combination with a smooth modifier to smooth out the final result this will make it easier later on for 3d printing for example for example to reduce steep overhangs during the process we will generate a lot of purchases if you want to reduce the overall amount of the vertices later on you can use the decimate modifier as I already described in the former video the described process gives me good control over the positioning of the displacements and how the final result will look like for those that are already familiar with texture mapping and want to focus on this Desmond I will add a text with the timecode here now let's start with example create a queue there we are and let's give them some defined measurements so there we are here is our cube keep in mind with all our basic objects in blender have a UV map assigned so if we go to the UV editing workspace we see here is already a huge map assigned in the background so the vertices are linked to a UV map if we activate synchronize so both views are now synchronized and if I select a face or a vertices here I see it in the other on the other side of the view if I go into face selection mode we can see this face this vertices have a human UV map Press representation at this point so this means this 3d coordinates for example here this 3d coordinate it's mapped to this 2d coordinate on the image or let's say on the texture we don't need the UV map right now and we will change the UV map settings later on so therefore we just switch back in the layout workspace and proceed with assigning a material to different faces so by default if I assign a material and I'll switch into edit mode if we put to select button we see this material the first material or default material is assigned to all vertices to all faces and what we now want to do is we want to have individual phases or virtus groups assigned a specific material therefore we switch in to face selection mode well let's better go into the front view so and now in the front view and let's create a new slot and creating new material instead of using the numbering we just name it front so now we have new active material here in our materials not now I want to assign this face to this material therefore are going to face selection mode I pick my material and and push assign now this material is assigned to this face and this vertices if I push select I see aha the material is assigned to this face if I select our default material I see ok it's assigned to all other vertices now I can assign a material to every face let's say here on the right side I create new material name it right sign check okay and on the left side create a new material name it left sign and on the backside create a new material name it back okay so to make the material visible we can change the colors for example let's pick the front material and select a specific base color for example yellow now we can see the material assigned to this face is yellow on the right side we can assign blue on the left side we can assign green and on the backside we can assign red if we assign them if we assign a color to the default material then we can see all not assigned interfaces will get this but well gets will show this color and we can see that all remaining phases that have no specific material assigned will show this color now we proceed and using textures instead of a base color again we going into the front view and now we want to assign a texture to this face therefore I go to my material front and instead of base color i pick image texture now we can choose an image image texture from the file system currently we have only the default UV map in the background mapped by default we have the standard UV map assigned in the background this means here under vector we see the default setting and this means we currently use the default setting and default UV map we can see the UV map that is assigned here in the object data properties you can see the UV map you can also name it we can have up to 8 UV maps with different settings instead of using the default setting as it is we go into the UV editing workspace we make sure that the synchronization between the fuse is activated I just activate the display of the colors and texture mapping as we can see now this is the default UV mapping for this front face I want to use the complete picture on this face therefore I call to the front view autographic view perspective push the one on the number keypad and say UV mapping project from few pounds this will use the pounds of the image as the size of the of the UV mapping for this face as we can now see as we can now see the UV mapping is scaled onto the picture and the image is completely displayed on this face later on we will use this functionality to position or vertex displacement on our object we can proceed in other in a similar way for example let's pick the material for the right side it's the same procedure pick the material for the right side and use an image texture select an image texture from the file system let's select the face let's see how it looks like okay you have the same here we also want to scale the UV mapping to use the complete picture therefore I go into UV mapping project from view make sure you in the other graphic view make sure you have used the number keys to select your faces in this case is the right side if I select this face you see it's currently only this part of the image and I want to scale it up therefore just go into project from hue and again yeah we can see we're using now the UV mapping is scaled to the bounds of the picture okay this looks nice let's do this same thing on the left side so and there we are instead of using the default vector setting here we can in the same way select the UV map and pick our current UV map but in the end the result is the same because this is the default behavior this will change if we use multiple UV maps with different settings for example if we want to combine different textures like like pickles I recommend to use one UV map is makes the overall handling of the textures and you remapping less complicated we have now the images assigned to the faces I think for the example this is totally fine this is all we need to know about texture mapping and UV mapping for the vertex displacement let's now start with vertex displacement let's say we want to start with this and we want to use vertex is statement defined by the color information of this picture therefore we want to move or vertices in relation to the color value of the image on a certain position of the on the image I now start with this image I go into the modifier tab at the displace modifier and from there I can create a new texture I name it front I can now I add a picture to the texture and pig in their same picture that we use for the texturing I use my UV map to specify how this texture will be used on the object and for the vertex displacement and if I have now or look onto my object I see that there is a strange deforming of the object is going on so why this is happening so the first thing is if we do not restrict the vertex displacement modifier it will use the complete object it will try to deform the complete object based on the information given by this texture if you do not restrict but this tay's modifier it will affect the complete object based on the information given by this texture the first thing we have to do we have to restrict we have to restrict the vertex displacement on this face this can easily be achieved by defining a vertex group group front let's assign let's select the face and assign the face to this group now we have a vertex group and we can use this vertex group to restrict the modifier to use only the vertices that in that are in the vertex group so as we can see the deformation does no more curve because we restricted the modifier to work only with the vertices in that group okay this looks quite good but we see no displacement at all why we do not see displacement to make the displacement work we need to have more chiama tree so how we do that we just with we select the complete geometry using subdivide from the edge menu in edit mode here head start with 100 subdivisions now we have enough geometry to show the effect of the vertex displacement as you can see only phases of our vertex crew are affected by the displacement modifier we can use the vertex displacement dialogue to adjust the statement settings as you can see the overall resolution is not good enough therefore we have to give the displacement modify a little bit more geometry again I select everything and split using xsplit as a result you can see that this resolution is now quite good and much better than before okay even if you go to very high details here and you subdivide your object more in case you want to 3d print the result keep in mind your printer cannot print all the details and you can only use a resolution that really can be used by your printer the processing will slow down and yeah so adjust the resolution to your needs I see that I have some outliers here how can I solve that as as you can see I can try to adjust the mid level and try to fix that some of the vertices are affected or in this case the displace modifier affect that some of the vertices that are on the edge or near to the edge and therefore this strange effect appears we can solve this easily by adjusting or vertex group let's go into the let's go into door check the other properties let's pick a vertex group I now switch to edit mode go into the object error properties and select my vertex group so I now select his faces and remove them from the vertex group as we can see now the displace modifier does not affect this area and therefore we do not have to strange displacement in the area of the edge in the same way we can go and select the lower edge and proceed in the same way select the area that you do not want to have to be affected go to your vertex group and remove the vertices check by select your vertex group and you can see now this area and this area is removed from the vertex group and voila it looks much better now okay still it looks a little bit rough to solve this we can smooth the overall result again therefore we choose the fr we go into the modifier tab and add a smooth modifier let's add some more repeats voila the positive effect is here that now it smooth out the geometry and the overhang this gives us an advantage for 3d printing adjust the settings to your needs we have to see how your Chima tree in your model is affected by the smooth modifier we have to play around with the parameters to get the best result for your requirements sometimes if I want to have maybe you want to have a smooth overhang but a flat surface on the top you can play around with the exit setting to achieve this result to restrict the smooth modifier to only this face its we can again use a vertex group in the same way we use the vertex displacement for this face we can use it on the other faces let's do another example for the right side [Music] now everything is set up and voila here is the displacement for the Triskelion again adjust the parameters to match with your requirements [Music] here is another example I prepared for 3d printing using the techniques I already described after modeling the surface details I prepared the model for 3d printing I described this process in the form of video on this topic it is important to limit the amount of vertices therefore I use to decimate modifier I found that I can reduce the overall amount of vertices up to 80% without noticeable effects for 3d printing because the lower resolution of the 3d printer will smooth out the geometry anyway but this depends on your model geometry see the final 3d printed result at the end of the video well that's all for today so what's in the content pipeline to be released in the near future first in the next video we will focus on some details using tickles or let's say sub textures structures we will also have a look on the topic of using multiple UV mappings and distorted UV mappings for vertex displacement using the described procedures we can get very nice high detailed results for surface structures that we can use in 3d printing CNC machining or even metal casting of 3d parts if you like the content please give me a like to make to make this video more popular and of course if you are interested in the coming content subscribe to my channel that's all for today stay healthy and take care of your beloved ones in this pandemic times thanks for watching [Music] [Applause] [Music] [Applause]
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Channel: UMLOOAD
Views: 4,789
Rating: undefined out of 5
Keywords: 3D Printing, Blender, Metal casting, design, 2.8, modelling, 3D
Id: sV0ZSpoRxtM
Channel Id: undefined
Length: 24min 12sec (1452 seconds)
Published: Mon Apr 06 2020
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