Parametric Tessellations in detail - Blender Architecture Live session 1, Season 2

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consider this a new season of live sessions uh that we're going to have and I want to get started first off with where we left off in the last time which is this uh massing and I very much call it still a massing for St Mary's Hospital in London because we sort of left it at a let's say like a finished State like the floor plans kind of worked out but we don't have like geometry and the facade we kind of have worked out but uh you know it's looking very Bland and very plain at the moment so one thing I like to do and I hope to sort of do it with these live sessions is carry on with this project and complete it because I think frankly I will not complete it unless I do do live session so you know your feedback and your support is much appreciated so what do we need to do here in order to complete this and what else is there going on so first off about live sessions if you're curious and like to let me know what you would like to see in live sessions if you go over to the community tab on my channel I created a poll and feel free to vote for whichever uh thing that you want to see so I asked do you want to see a continuation of same Aries project or do you want to see in-depth parametric modeling maybe focusing more on visualization or something else and nobody has asked for something else at the moment but that's always an open option you can of course comment here or comment in this video as well live or once it's recorded in the comments below um I want to remind you again that I have a Discord by the way as well and feel free to join it the link is in the description of this video and it's I'm starting to get a little bit more active I've been uh a bit sleepy okay let's say not sleepy but a bit of a transitional stage in the six months so I haven't been very active but now the intention is to go full on and uh become not only as active as I was before but even more so and I want to engage with you guys a bit more and find out you know uh what are the things that you're looking for out of blender and how I can help you oh uh the Z hi how you doing uh a couple of other things I want to mention I do have patreon as well where you can find a lot of the files from live sessions or from anything YouTube related and of course uh2 Design Academy or you can get access to all the courses that teach you a lot of the things that I teach already here but in more depth now another question about in-depth parametric modeling that I thought I could address in this session is uh this tutorial here parametric fragments uh a lot of the comments are asking can you do it a little bit slower because we don't know what's going on I think I did this like at a super fast you know for two seconds and yeah I can go into this now and start uh showing it in a little bit more detail of how we can do this so I thought maybe this will be our first in depth paramagic but this is very much a season and you know and I'm very much open to discussion with you guys and see what you want to see more and what kinds of comments cool so without further Ado with this we're going to jump into that a little bit later uh I just wanted to make you aware that this project is is almost finished but not quite finished yet uh there's quite a bit of work in fact it's so hard to look at something that's half complete and not start sketching on it you know like uh but I won't do that now I'll do it later unless you want to see it of course let me know in the comments and let's start now with these kinds of pair metric fragments and how they work it's a it's a really cool workflow uh that works with the tissue add-on and I love it because it's it's again like so so parametric so how does it work first off we have to create something that's tilable and that tilable thing can be like as simple or as complicated as possible similar to anything else that I do let's make myself a little bit smaller now all right so let's start first off I'll have a a bigger ground here and I'll use this plane and maybe scale it to something quite small like um five half a meter by half a meter okay and now I'm going to start extruding and maybe moving it out this way extrude again and then extrude and we want to move that out back in that direction because those two parts are going to need to tile and now we can use G and I'm going to press the middle button to lock in the axis and we have this brand new super cool option right we can use a base Point finally in blender so I'm going to press B select this and because we're locked in axis I can select exactly where I want and I know now that it's going to align itself pretty well next up let's change the origin Point by clicking here on this Edge shift s and cursor to select it go into object mode right click and set origin to 3D cursor now we got this so I'm going to go ahead and add a modifier the menu has changed in case you don't know in blender 4.1 it's now in these submenus which can be a little bit confusing if you don't know what you're looking for or you can just do use search which I Love Actually and I'm going to look type mirror now this is perfectly mirrored so that's our step one and we're going to start here in the simplest possible terms the next thing that I want to do is perhaps let's extrude this up and we need to get rid of that phase because we want that continuity because we're going to subdivide this thing so X and then delete the face and I want to also do the same here so I'm going to go into x-ray mode delete this phas so there's this sense of continuity between the two cool so that's kind of the start the basic start of it now let's add an array modifier array modifier and before we do it in this direction I want to array instead in The Zed Direction that's the y direction this is the Z Direction and that's it so now we have something really nice simple straightforward okay so before we testate the best thing to do is to use an array modifier just so we can test what every works okay in this case I do know it's going to work okay because this is literally as simple as it gets however we want to use subdivision and so I'm going to add a subdivision modifier subd where we here a division surface and now we're starting to get some gaps first off these things are not merging the reason for that is we need to go in the first array modifier and check the merge option that's a little bit better so everything is merging in one but it's not merging over here so we need to do something else we need to get rid of this face once we get rid of that phas it's going to start merging all on the other sides so X and then face and now that's perfectly and nicely merging okay so of course the subdivision doesn't look too nice but if we add further subdivisions you can see that is starting to look a little better and there's something funny happen here did I erase the wrong thing no that's all good ah it's because we have a pH let's get rid of the ground here for a second we have a face over here so once that face is gone now if I turn on subd cool we are in good condition so everything is working as it should except here and just like we did with this array modifier we need to do with this array modifier which is include merch and that's it it's as simple as that and now if we just array this more times you know we get that kind of same pattern all over so now let me turn off these cameras here for a second because you know once we have this base shape we can go and start modifying things uh how first off maybe that relationship doesn't want to be the same maybe we kind of have like this kind of pattern parametric pattern or you know we can start pushing and pulling things furthermore not sure I'm a big fan of that let's go back with the original shift d to duplicate it move it over here and instead what I like to do in these kinds of situations is add a loop cut in this direction so contrl R to add the loop cut in fact undo contrl R scroll up to get two Loop cuts and go to Edge selection select Edge Loops shift e and one what do we do we just added the crease and now I'm going to move these out and the idea here is that we're starting to get like a much nicer definition of these things okay so again a really nice really simple really straightforward pattern that we know works pretty well I think that's a good starting point for now perhaps one thing that we can do is adjust these vertices a little bit or rather edges now let's make sure that I'm moving in the right direction that's pretty cool ah okay so we have to be conscious and mindful of the fact that this is a tiling pattern right because we are only designing one tile in a way so when I do these kinds of mov moves we have to make sure that I'm moving the top and the Bottom now there's something else that doesn't quite line up here what is that let's see so here so an easy thing to do to make sure that this is all lining properly is just to move this whole side together h it's a good way to make sure that we know what's going on is to turn off the subdivision modifier and it looks like something's are already not aligning and that's good because now we can test it so in these kinds of cases yeah I see what I did I only moved that vertex there when I should have moved both now that I did undo the top so this part here and this part here they're completely aligned and that's what we need Tad hi nice to see you cool so now that once we turn on subdivision modify it should work as this again so very very important part if we move everything all the way here on the top we must move the same Parts in the same way on the bottom if we do not it's not going to align this well and now no that's looking pretty neat okay so what can we do with these kinds of patterns now that we have them all set up so what I was showing in this video the parametric fragments one let me bring it back up here is that we can push and pull parts and we can tesate these onto a flat plane how does that work so let's go back in here and I'm going to do this live so bear with me there might be some things that need a little bit of adjustment basically we start with a plane okay and on this plane let's use this pattern make this plane a little bit larger and subdivide it in one way or another what I have found works best with these kinds of super interesting parametric tessellation is in setting so we start with some kind of shape either a polygon with like four sides or it can be as many sides as we want like it could be like some kind of circle that we sort of deform but let's start with the simplest thing first which is something along these lines so I'm inserting this and then getting rid of this middle face here so the idea now is that we get one of these and it goes on each one of these faces right so here here and here let's undo these annotations uh and to do that we have to be mindful of keeping our tessellation as simple as possible but this second array that's why we use it just to make sure that everything aligns nicely with each other so in a way it's like a dummy array constructing away just yeah again to make sure that we are doing this okay the same thing with subdivision I would much rather uh do the subdivision post on the whole tessellation afterwards because that's going to start looking much better so now what do we do we simply click well before this we actually go to edit preferences addons search for tissue make sure you have tissue enabled and it's the building is already fine in fact uh it's the most updated version so click once we have tissue enabled click on our component shift click which is going to be the base machine here go into tissue and click tesselate and we want to click merge it's going to take a good minute in order for it to do to work and that's what we get which is pretty darn cool isn't it so on top of this so this is a Tessellation now and that's parametrically linked between this base mesh and this panel over here so let's give it a try with adding some more modifiers of course subdivision surface so we get something that looks pretty neat right and now we can start to like really get funky because this is the simple workflow and that can get infinitely more interesting so that's the first step the next step is duplicating this when we duplicate both a base mesh and the resulting tessellation that link is kept with the copies which is pretty neat feature so let's double check so this object is called plain. 00005 so if I click on tessellation 001 remember you can see the name of everything that's going on over here and now we go into the object data properties and we go to the tissue where is it I already have it open you I dragged it all the way up I think by default you know you can drag these the colum panels but for me they're tabs uh you can drag these panels okay I'll call them panels as well fine up and down I keep it like all the way up here expand tissue tesselate and I even forgot what I wanted to show oh yeah the the component is the correct one so this should be plane. 005 and yes you see that it's once we duplicated it's duplicating with the correct form with the correct thing that we've got over here cool so what do we want to do now let's try the simplest thing which is at a subdivision surface okay so instead of having four faces let's turn on wire frames so we see that better and let's turn off optimal display because we know we have a lot more faces let's see how that looks now I'm not sure that's going to look good because we didn't design this component to tie itself nicely in the y direction in in this direction and that's what it's trying to do now so but nevertheless it's always a good idea to try so I'm going to click over here and let's click on refresh oh actually it's looking pretty cool it's getting a little bit shorter why is it getting a little bit shorter because the area of each phas is is much smaller than the area of this this face over here and because we're using let's go now to the object data properties to the Desolation properties over here and you notice that we're using relative if we use constant let's go and actually do that with something like 0.1 and we do constant here of 0.1 the height of these should be exactly the same which it is and they're already looking like super cool uh but if we're using relative it's all relative to the scale of the face yeah so that's an important thing to keep in mind all of this is relative to the face now in here though we can still adjust our scale right we can make it like smaller or larger or any way that we want now again because we didn't design that this part too well it doesn't quite merge between like the different layers that you see that we've got here going on but we can easily do that so let's go back to this base mesh and I'm going to add another modifier or we can simply duplicate this array by hovering over with the mouse over here and pressing shift d and now instead of using factor x I'm going to make that zero we're going to use Factor y as one okay and nothing happened why is that oh because I only have one count there you go so now we have two counts okay so actually to make this work the way that we want to it's pretty straightforward forward all we need to do is drag this this vertex oh I'm like why is it not changing and that's because I'm not in the first copy remember this is using array so let's drag this I'm going to drag and hold it and because I already have my Snaps here set to vertex even though they're not enabled clicking and dragging and then pressing control I can snap directly to that point over here now the other challenge that we've got is that this face is a little bit smaller than that face over here so to make this merged nicely what we would need to do is again remember we need to do the top and the bottom let's drag these back a little and I want to add first off let's disable this the same number of two Loop cuts on the back side so contrl R here scroll the button to two and go into the item create a main crease of one and as a start we'll just make them fairly simple and straightforward and we can make this one now again we need to also drag this edge here on the bottom and drag these out now I'm going to delete this phas so it can merge nicely in the same way that we're getting the merge on the side so X and then face so let's turn this on that's what it looks like and now once we enable subdivision just to double check that everything is working okay we get this kind of uh loop however there is an issue that we're using here uh creased vertices for these kinds of things we should not be using crease vertices because that they wouldn't really meet this nicely you see here we're not using creas vertices so that works quite okay whereas on the sides we are to not use creas vertices we would need more geometry or for now we say you know what actually this is perfectly fine for now for what we're needing to do so the first thing that I want to do is make sure that I disable the two arrays and the subdivision because otherwise this geometry is going to get really heavy okay 92 2 255 do you know of a blender adem that outputs a PDF of the plan view section view quantity Etc of an object in blender uh great question and uh oh Randon answered it so there's something called section box I don't know this sat on code section box I'm going to take a look at it thank you for recommending that uh now for what I do know is that you can use blender Bim and you can even check out my poor uh try to do what I was doing with let me bring the file up with the hospital file I was able to get some drawings out of it with the blender Bim add-on because all the elements here are attacked as walls and sections and so on but it wasn't very successful in fact you know for these kinds of things I I tend to bring the geometry outside of blender and into rhino to get nice sections and you know when whenever the Project's demanded which is tends to be fairly often they go into Revit for just simply for documentation purposes I haven't checked out blender Bim in the last 6 months I don't know what the current state is it might be a good idea to try it again uh but I might try this in another live stream to see how it looks I do know that's a much much requested feature and now I was while I was just having a g of water I do remember another add-on which has it and it's called measure it Arc measure it Arc uh there's a addon that comes with blender called measure it and there's a modification of that that's called measure it Arc uh let's click on documentation which is going to bring it and it's pretty simple but for like really straightforward things it you can output SVG files directly from it so I think here you can check out the introduction yeah it has a pretty well documented uh documentation uh let's see where is it features in UI Dimensions yeah so this whole thing is about doing you know you can add Dimensions you can add line Styles and you can output that as Vector information but as far as I know and that might be more limited to like an SVG output Library you can't get like ridiculously complex with this for example with subdivision surfaces I wouldn't even try that because you know like subdivision surfaces have a lot of poly information so that would be quite a heavy SVG file to begin with oh and it looks like you can export an SVG a dxf as well so check it out it's called measure it Arc okay if you have any more questions shoot at them and I'll be happy to answer them cool so now let's see what this looks like with just a slight update in fact I'm going to leave this as this shift d to duplicate it go into here and what I've done is there's a quick menu quick favorites which is Q you can add any command into it what I've done is because I know I use refresh a lot is right click on refresh and I've added it to Quick favorites now I can remove it if I don't want to use it so I don't even need to go to this user interface I just press refresh that's what it looks like right kind of um interesting again it would be much better and maybe we design that we'll see where we get to now what else can we do here so let's carry on so shift d and we can start to deform things right what if we pull this side out now let's refresh that right and we get this again like look at this it's like one object one plane and boom we get some fascinating stuff here I'm going to go into uh material preview mode so it looks even better yeah and we can take that even further of course right uh which is what I believe I did in that tutorial and uh it has to do with adding a lattice modifier now I used to use let's see if it works an add- on callede simple ltis create all right it works here I I think I tried it before so what is what is the iton that I'm using it's a a a free one available on GitHub and it's called Simple lce create simple lettuce create um blender and here it is it's just a very small very lightweight um add-on that automates a couple of steps basically it creates a lattice it scales it to the object and then to the actual object it creates the modifier and sets up that lettuce so very neat why am I doing that because you can see like we can and I'm going to change the number of subdivisions that we've got it's very annoying that in the LA you might know that or you might not but you can click and drag like three item it or two items or as many as you want and change them all at the same time except in the lce UI I'm not sure why it doesn't work there or did it no it doesn't so I have to do it by oh that's way too many there you go okay so now I can continue to sort of deform this in any way that I want and we get these really really nice shapes right all based on just this x grid and that and now let's duplicate all three now when we duplicate O3 that relationship similar to what I was showing before is all kept exactly the same so so what I what do I want to do here first off why don't we do add an extra array by turning this on and second off let's try to do what we were doing before which is slightly deform what we've got going on here you know so this grid is not exactly the same maybe you know it goes out like that now let's duplicate this just to see how it looks or rather refresh and because it got there's more geometry the scale changed so we can go into the object data properties and change this scale to something like about twice the size of it to get something along these lines over here wow so so essentially that's how it works so then we can do like all kinds of different shapes onto that to tesalate it okay let's see two questions from the zer um ideas how to give GE reference to the models and how to make fem analysis uh right so I guess it's more about these kinds of things here how do give GE reference to the models so blender Bim you should definitely explore it a little bit now I just downloaded a new version and I tried to load it and it for some reason it wasn't working for me at this moment I think I have too many blender files open however the blender being functionality once you do load it it does have GE referencing in it so if we go to the website I think they have documentation let's go in here blender bimor documentation and let's search Geo reference I don't know if does it do you guys know what blender Bim is GE reference here it is GE referencing so you can check out the information that it contains here so blender Bim basically makes you know your file workspace a lot more bifi you know you can open IFC files natively and it's super fast it's like exporting a a standard complex not like completely like super complex Revit file as an IFC takes a while but then opening that in blender beam is like ridiculously fast because it's own native in fact blender Bim uses blender's interface but under the hood it's all IFC and it's it's something called IFC open shell right which is another separate open source Library so anyways in it it's like a complete ifc2 kit which has all the standardized if see um schema documentation like uh properties and one of those properties is Geo referencing so you can do everything with proper Geo referencing in a way where you might be familiar in Revit hopefully that answers your question and FM analysis I am not too sure about that however I know I've seen some talk on it on osarc so if if you go to community. ar.org do you guys know this uh Forum it's all about open source architecture but it's gotten a little bit larger so it's all about a EC you might go and look in there let's just search for FM I'm sure somebody's done something I see yeah I don't know off of my head because I don't use FM so I haven't had a need but you know definitely check out the information here I'm sure you'll find like some useful data about FM uh I know I've seen some I just can't remember where and with what to maybe even blender bam has some possibility to do FM I am not 100% sure though so again double check that Yanik says hi from 3D connection looking forward hi nice to see you here cool so let's jump back into here not here here and carry on with this thing cool so what else can we do now with this kind of testation so we sort of like hack the system of the way that the tissue Ado works right because we have this as a face but it's in the wrong way so how about instead of that we do something different which is we start with a cube let's make this Cube pretty large and we subdivide the cube and we're going to try to desolate this now off the bat it's going I know it's going to be in the wrong direction but let's just see so I'm going to click on this shift click on that and tissue desolate now it's it's going to go wow it's pretty interesting now let's add subdivision by the way you can press control one two or three to automatically subdivide a mesh that's uh that's cool except not exactly what we're looking for and you can see the direction in which it is going so what do we need to do so for this here first off I'm going to delete this make our box smaller so it doesn't occupy this much space keep it around the same scale that we have here duplicate this component and now I'm going to rotate it minus 90° and that's the the the orientation for which it needs to work to be telated onto faces like that so it needs to be like you're looking at a plan view instead of a top view now we need to apply the rotation so we can go to object apply scale now that's applied so let's try this again in tissue Tate and it's still looking like super crazy now we have to start thinking like what's going on here so instead of having like something ridiculously complex like what what we've got let's start a little bit simpler now we know this should in theory if it's oriented the correct way array itself in both X Y and Z axis because we tested this over here so let's try it now with just a simple panel so click and then shift click in here and Tate and as you can see the orientation is wrong I'm not sure why it's wrong but we need to rotate it now there are a couple of ways to try to do that we can do it directly from the tissue addon so if we go into data for the tessellation let's move this out of the way and in rotation let's try shifting that is that correct it's to hard to tell I don't think so because my Z is not continuous and I need need my Z to be continuous that's not correct that's not correct so we might need to rotate it in a slightly different way now a good test is always to add subd because that shows us right away what works and what doesn't that looks pretty cool but yeah the orientation is not quite right so what do we need to do Ah that's why I thought I applied it let's apply rotation let's try this again there you go I just forgot to apply the orientation and you can see like right away how incredibly cool this is looking so now let's go back and start to play with like our arrays within this setup right here so I'm going to go and add three and let's refresh that now it's going to be three times as dense basically so we got this really cool looking box and because this is all explicit geometry if we start messing with some of these vertices and start moving some of these faces around we should start getting some pretty interesting results like that now let's check this out and yeah look at that a really cool looking cage super cool looking cage now let's take it to the next level and add an array not in that direction I think it's in this direction in this case so we have two levels and let's refresh this yeah that's looking super cool I want to go with three let's duplicate this whole setup because I really like this setup and I'll go with with three and maybe we have less in that direction now let's take a look at it David how you doing man nice to see you here thanks for joining brother yeah so so that's what we get here look at that again like super like quick dirty simple things and we and of course because now we have a a base mesh it's completely unique you know and low poly we can go ahead and do any kind of modifications to it which is going to directly reflect on our super interesting base in fact here sometimes we have like rotation errors but here you can see in one axis and it makes sense along this direction over here where we're getting a pretty nice flow like this is basically a whole Loop this and the back pH they're like its own separate thing they connect along this way but we have a discontinuity here which is fine you know we can do that if we want to if we design our component to work in that direction uh but for now it's not cool so now let's do a little bit of a refresh to see what we get it yeah and that's it that's essentially you know as how we take something that's this simple we design it so we are certain that it AR Rays you know it tiles itself nicely especially if we using subdiv and then once we know that it tiles nicely then we can either tesate this in the Z Direction with some sort of Base plane shape with an an unlimited number of vert es which is what we did here which I frankly like this is something uh and it's a bit of a hack because the way we're using tissue here with the tessellations that's how it's designed to do it more but technically this is a Tessellation as well just the base plan is very different and I love these results because check it out now let's go I'm going to duplicate this apply this modifier and thanks David appreciate that and to sh say hello first time interacting with you dude I'm a game developer and took your airport design into my game future is prime super cool that's really cool thanks it send send us a link let's check it out what is your airport look like in your game by the way I don't know too much about game development but I know you need to keep things quite low poly so how do you deal in game development with like subdivs like that I know there's like a way to bake the high poly mesh and then apply it onto the low poly so even though it's low poly looks like it's high poly but how do you how would you do it to like something that looks as you know complex as this thing does over here I guess I have questions too all right now let's take a look at what this is starting to look like by the way shout out to David valent who's watching he's a former colleague of mine and he had a really good suggestion when I was just first starting out with doing some tutorials he's like yeah your things are good but you need to do something complex so I went ahead and uh I modeled three times let's see if I can find it the zaka kadid um let's search in fact I think these days if you type zaka kadit blender or Maya even you get my model here so I modeled this whole thing look at the way that I looked gosh anyways I I confirm with like some friends from zaka that you know they they actually motored in a very similar way to that and that was all because of David suggestion so thanks for that mate and in fact you know like a lot of people watch this and like some ask me to if they can buy this model this model I am selling it I think on sketch Fab in case you do want to purchase it because some people really needed that for for whatever purposes cool so let's go back now to doing these subdivisions so what I'm trying to show you now is that we can be a little bit more exact I'm trying to make something a bit more re linear rectangular rectangular Yeah by aligning all these vertices and then doing the the exact same thing that we were doing before so I'm going to there there's in fact an easier way we can just scale all these down like that and then SC scale these then scale these then scale these of course there's a much easier way to do that maybe you can tell me how I could have done that much quicker there you go it's not completely straight right like uh there's a way to snap to midpoints anyways happy enough with that let's duplicate this because I like the lattice that we have going on here even though I would disable it for a second now if we have an existing tissue tessellation and we want to make it use either a different base mesh or a different component we can do that so we don't need to start from scratch in case you know you've messed around with a lot of these settings here everything is like working out okay sometimes we have to mess with like the base meshes UVS to get the rotation to work right so let's go and check swap out our base object so click on X here click on this and now we get something that's whoa a bit nuts and I guess it's because the faces are different size but let's get rid of the tessellation just to see what's going on here and you see I think this is a situation where these are not align right interesting I was just talking about that and now we got it like that and that is not aligned right luckily I love it when these problems come up when I'm doing a tutorial because then I can show you how to change it so which face is this it's that face it's every other face this face not that other that face that face and that face so in the tissue add-on conveniently we have these rotate faces buttons If I expand them you see that they go left left or right so if you rotate these once now they're all facing the right way so now it's like nice and that's the base version and now let's apply the distorted version and that's it again like really straightforward need probably the fastest Alexander like we were together presenting well separate lectures but at the blender conference 2019 his conference was great by the way he was speaking I defitely recommend you check it out in case you're interested of these kinds of things so you can find it if you just Google blender tissue alesandro zi and it's this lecture over here because he get he goes into like detail of you know exactly how it works and he does like really cool like morphings of of like one or two or like a lot of different like ways to do it uh and the funny thing about his lecture was he says I like to be lazy he's not lazy because he wrote this at on and he maintains it which is a lot of work but essentially you know this is the lazy men's computational design tool and you know it's got like so many more functionalities than the way I use it he keeps adding different things from around so definitely check it out if you haven't it's available on the blender Channel uh T says okay uh okay yeah so tuser is just commenting on uh what's called Parallax displacement cool yeah I'll check that out Ry hi been a long time hope you're doing well okay so I'm going to have to jump out of here but hopefully this sort of uh concludes a little bit of our starting session and in this one yeah I really wanted to get a little bit more in depth of um the questions that I was getting about this tutorial here and how we can do it in a little bit more detail we basically covered all of it but in here the components get I think a little bit more complicated and it's essentially the same component except you know it's got more Loop Cuts so exact same thing as here but you can imagine you know if we start uh pushing and pulling some of these and remember we have to also do it on the bottom and I missed one somewhere let's say it's here and these two then it starts to and again I missed some did I oh no that's how I designed it yeah okay and now these two over here so that's how that those components work and then it's just just adding like more Loop Cuts in there to get that kind of effect in fact we can test this out with um simple thing here desolate just to see how that looks different and just the scale of it the height in this case to something like seven and add sub diff that's what we get now of course you can't go wrong and I think there's something that's not quite continuous probably when I was scaling this like I missed something because I see there's like a part that doesn't like tie itself too nicely uh however what's a cool thing about that so again uh one of my favorite modifiers is simple deform which add simple deformations but they're on a global scale so they make everything like really goodlooking with minimal amount of effort like twisting I can go with like 720 that that's crazy twist right but you can see that everything works pretty well and if I had more levels of subdivision be careful because your computer can crash that's starting to look super nice right okay cool so that's going to be for this session again like these files are going to be posted on patreon links are in the description below um I don't have a course exactly on this but if you are interested on like learning more about like how you can use parametric setups for uh building types of things you can check out uh my staggered buildings course so uh Studio academy.com and where is it oh yeah this one too actually oh these to that's the ones they they kind of go exactly into what we're doing here but like in a lot more detail especially with like subdivision modeling in fact this was like the uh original like um influence inspiration original inspiration I was forgot the word there for a second into creating like these kinds of subdivisions here first I was like okay once I've done this manually I was like okay maybe there's a more parametric way to do it that's where it came so it's fluid parametric Pavilion and also the staggered building forms which is included here in the bundle uh it goes into like a lot more detail of yeah first off creating like parametric massings with modifiers and then how we can start to uh make this into more building like massings uh and that's either either using tissue which is what you see over here with like different panels or also with geometry noes which where is a picture that I think one of these here so check it out if you're interested in that and always looking forward to your questions once again I do have a Discord uh I'm trying to make it more active uh and please join and discuss anything architecturally related link is in the description below I'll just show it to you once again to see the kinds of stuff that we discussing there Discord it's right over here and you know these are nice images from a workshop that I did over the weekend from a student so that's it thank you guys for tuning and I'll see you soon next time I'm going to see if I can try to make this a regular weekly thing bye-bye
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Channel: UH Studio Design Academy
Views: 1,522
Rating: undefined out of 5
Keywords: blender, architecture, blenderarchitecture, conceptdesign, concept architecture, architectural design, design, parametric design, non-destructive design, procedural design, parametric, computational, blender architecture, blnder, blender 3d, autodesk maya, architecuture, prametric, parametricism, procedural, parmetric
Id: TbL-vL455Vk
Channel Id: undefined
Length: 53min 25sec (3205 seconds)
Published: Wed May 22 2024
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