Parametric awesomeness and precision with Tissue in Blender - non-destructive facade tesssellations

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blender has this amazing add-on called tissue which allows us to do these amazing non-destructive component based facades geometries you name it in this case I'm going to show you how we do this which is again you imagine it completely non-destructive so it can change in number of properties like the scale we can even make a relative so each one pops with a different amount depending on where it is we can even change the bevel of each one of these components here we can change the rotation so we can go to active UV and that's how it started and this is the original way but I thought it might be a little bit more fun to show you that we can flip our facade components around so let's jump now and show you how the whole thing is done all right so we start with the base mesh this base mesh is created with the array modifier if we turn off all the modifiers you see we start with one panel or one element and this element is exactly 8 meters by 5.6 meters the idea behind them is that this is a two-story component for a facade for building so that we array this onto a floor so we have like a very simple array then we do a second array of that so we have this interesting staggered effect that we do a third array to repeat the Staggering effect over then we subtract that based on these Boolean volumes so we keep a pure straight trade section of our facade and we also have these interesting facade elements after that we we do just a little bit of magic with geometry notes which is very simple and very straightforward which basically says if our area is less than the main area of all the faces let's assign it at different material why do we need a different material because our component is then mapped onto whichever material we have on that face so here we've got a series of components we can ignore this one for now so with tissue we're going to be using the material based tessellation what does that mean if we look at our base mesh we have two materials called G1 and G2 if we select this component its name is G1 and if we select this component its name is G2 so it is mapping them to their respective faces so in the end if we do this now if we get this crazy thing looking here which is exactly the same as what we have here let me show you what makes it different first off we need to go to the tissue settings in the object data properties and and then we have to change a few settings so let's make the thickness constant so they all pop out with the same amount and then the rotation instead of default let's use active UV this makes sure that all of the faces are rotated the same way then we want to shift that a few times to make sure that our rotation is Shifting in the correct Manner and I believe three is the magic number in this case yes so now our facade is ready at the moment it doesn't look very interesting but we can add a few modifiers to make it much more interesting the first one we'll add is bevel and then we want to change the limit method from angle to weight and now we should be able to Bevel only those edges here and why is it only those edges that are beveling because in our components if we go into edit mode you see that color there if we select that edge you can see within the item that it's got a bevel weight of one so this is a property within blender that allows us to very precisely control exactly where the bevels occur and more importantly where they don't occur so back to our facade distillation here so the beauty about doing the bevel after our tessellation instead of within our tessellation is that sometimes these panels they can get stretched or contracted based on a base mesh in this case the base mesh we know is perfect size and it matches our component quite well but sometimes you might want to do something a little bit more interesting than just a straightforward element doing the bevel after our tessellation make sure that all the bevels are exactly the same length so let's add a few more segments here like 10 and now we have a perfect bevel next we can add some weight with the solidify modifier so let's add a solidify modifier and once again I've assigned a specific group which is called outer so outer only contains this outer Terrace shell element in here so we have a number of groups here so we want to make sure that we use the right one when we solidify so let's try the last one I believe that should be the correct one here and now let's increase the thickness to 0.1 so that doesn't appear to be the right one so let's try this one which is just called outer and as you can see that is the correct one because the only elements that we have made thick are this outer shell again while we're doing this post tessellation to make sure that the thickness is uniform throughout our penalization process and that's pretty much it what we have in here is the exact same thing except there's four tessellations that are mapped to replicate the idea of a South around the building if we want to get fancy we can also include another bevel which is only for these edges here and you can see that it adds a really beautiful level of detail a refinement is what I would call it that uh this fantastic that it's non-destructive how non-destructive is it let's make our array a little bit crazy by adjusting this right here to something like that now let's grab all these and refresh them and well you see we have these intersecting things but that's just to describe exactly what's happening this corner here we have some tricky situation because we don't have a perfect quad face there's an extra vertex right there so when there are extra vertices tissue smartly tries to separate those in one way or another into quads which is an interesting effect of course we can be a little bit more precise with our Boolean or do that in a different way maybe we bake that mesh and then we clean it up to have those perfect intersections there so let's go back to this example over here so besides having the perfectly aligned and these really nice elements over here let's play a bit with the tissue settings and change the scale which is uniform some of these pop out in different ways maybe it's a little bit too random so we want to most likely keep it constant but instead of having active UV rotation let's go with random and some of these start to rotate in some interesting ways so we get some components which is more or less the same and it has the same outer thickness but within it there are different things that are happening so how about we introduce a different variation of this first panel over here which is exactly the same and it has this additional block element on the outside of here so the easiest way to apply this is to rename it to G1 and you see now it says G1 whereas this is just g1.001 so we exchanged the names so now when we refresh our tessellation we see these panels popping out over here if we go and keep active UV you see what's happening we have these stronger vertical elements that are staggered in this case to produce what we want or if we change our base mesh so it isn't staggered so let's turn this off off and let's increase the count over here and now let's refresh and you see what we have going on there so it's a very easy way to quickly modify things but what I find particularly exciting is mixing all of those right so we have something that's staggered let's make sure that that goes inside of what our building is and then let's go back to the tissue settings on the rotation and let's choose random so now we have these vertical elements sort of intersecting wherever they're happening and we can change the seeds so the random rotations happen in different places so to increase the really interesting part of this we can map shape case within this object over here so if we go back to this panel over here and we have shape Keys which are these animation elements it's the same mesh but we can change things around with blender very easily so if we increase value of one you see the relationship between the element pops out and the one that's received it is reversed when we have this so once we go back to our tessellation and we make sure that we're using this option of use shape Keys then we can go back and start adjusting our cue so you see how that relationship start to change again a lot of non-destructive power is something that's really simple to create and to generate with multiple multiple variations thank you very much for watching and files as always are on patreon and see you next time
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Channel: UH Studio Design Academy
Views: 6,959
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Id: o5llSun0SvM
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Length: 8min 48sec (528 seconds)
Published: Fri Feb 24 2023
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