Tissue Addon - Tessellate Options for Blender

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greetings Hobbies this is our sons of all and in this video we're going to have a look at the awesome free add-on that's included with blender called tissue so as I said tissue comes with blender as standard you just need to enable it in the preference menu and let's start with What It Is Well effectively it's basically instancing except it's just so much better than just instancing pretty much if you had an issue with instancing or you wished it could do something better tissue will do that now I'm a little bit late to the party on this one I didn't actually know about tissue until I got a comment on a video so thank you so much Justin Phillips art and then a couple of comments from other people after that but since then I've been exploring this and well this is absolutely great so in the background I've been making a piece that we're going to be using as our object to instance it's just something fun that seems to demonstrate the idea really well so let's start going through the basics of this and what tissue can do so we've got this object here and I want to instance this on let's say a plane so I'm going to shift a mesh and bring in a plane let's s to scale that up to make it a bit bigger I'll just move that to the side a little bit and then I'll apply the scale and let's go into Edge mode and Ctrl and E and let's subdivide that let's say 10 times just for this demonstration so this works really really nice and easily and I will say there's some quite good documentation for the basic functions of this up on blender there's a link in the description of how this works and we'll talk about these different functions one at a time so firstly the orientation does matter on this you'll notice that there is a X and Y and this is going to make a difference with the Positive Y and the negative y being the important bits to think about this isn't going to really matter for the first two versions of this that we're gonna do but it will matter for a later one so I'll bring that back up and talk about that then so what we need to do is click on the object that we want to instance shift click on the object that we want to instance on and then I'm going to press n to bring up the N panel go to tissue and click tessellate and then we're going to use quads because this object is made of quads and as I said we'll talk about the other ones later let's click OK it's going to take a second to work this out and there we go we've got a 10 by 10 grid matching the fact that we had 10 by 10 faces on the original I'm just gonna g and then y move this to the side now what's important about this is using this option at the top to generate keeps the original mesh we'll come back to that later because that gets really cool and then we've got this object that has been duplicated each time now you will notice that now this tissue tools bit becomes relatively redundant because it's not doing anything here so I'm just going to press n to hide that we will come back to that later for the other ones now we can still do things with this it's actually in the object data properties and if you come to that and down to the bottom we have this tissue test light option and it's got all of the settings here so this is non-destructive we can still keep fiddling around with this it just isn't done as a modifier as we'd normally expect now we can do things like changing the scale of this so at the moment it's one we can exaggerate this or put it back to one we can also change the offset to change its position relative to this plane or where the plane was the other settings are relatively unimportant at this point at least for the basic settings I might do some more videos on things like the extra funky things you can do if people are interested in it but there is one setting that is very important and that is the merge setting so if I come to vertex mode all of these joined points and I will say this is really important if you come to back to my object here I very intentionally made sure that on each side there is matching vertices otherwise you're going to have a problem with this it won't match up very nicely and therefore won't work as well as you want it to but at the moment these vertices aren't actually attached so we can see we can get holes if we pull those apart though if you come to the merge option and then go back into edit mode these have now become attached so that turns this into a nearly solid object but we've got all this missing now we could just select all of these edges and then join Edge Loops but we don't actually have to if you click on this button down by the merge option you can change the distance to merge bar as well if you need that but importantly we've got this closed mesh and in this instance we've got some Edge Loops so I will go to bridge Edge loops and now we have a solid object so instancing but better but it gets even better than this so this object is still connected to this it doesn't really show where other than it's got base object here and you can set if it's using modifiers or not but importantly they're still connected because of that so if I go into let's say vertex mode I'm going to turn my portion of editing on and let's just select that one there and then G and then Z that up and then I'm just going to scroll up to make something funky there and we'll do the same thing over here but this time down so we've got this more interesting shape now if I come back to my object click refresh it will copy that now change shape so yeah instancing but vastly better in my opinion but it gets better still there is an issue with this in that well it's looking quite segmented because we've now changed everything it's not flat and we can see that being copied over to this shape which probably we don't like so the obvious solution to this is we could use the subdivision surface modifier now you could start using this over here but we need to start breaking everything up at this point so I'm just going to come over here and then press Ctrl and 2 to add in my subdivision surface modifier and then I'm going to change that boundaries to keep Corners so we've got those still pointed and suddenly we get this nice smoother mesh now if we come and have a look at this if I go into vertex mode effectively what we've got is four smaller squares per large Square because we've subdivided it twice in half and then in half again now if we come here and click refresh we're going to have the same problem that you have with instancing so if I click refresh it's still instancing but now everything's tiny because it's trying to instance it on each of these little squares and that might be what you want it is definitely smoother but it's not what I wanted I wanted those larger circular shapes on it now this is where our match option comes in if we have a look at the documentation for this what this shows is that this patch method will copy this onto the original mesh in the same way as we had done before with the quad method but it will take into account the subdivisions and then use that to deform our original object now for this to work our original object needs to have vertices around the edge to allow this deformation to happen if for example we didn't have these here so if it looked like that then this wouldn't work very well and would cause problems I'll just undo that so what I'm going to do is come to this change this to patch and you'll notice that now we've got a much smoother shape we can see how it's been broken up into Parts here so it's smoother but we still have the same sizing of we've got 10 on each of these sides so that is the patch method it's really useful and something that I've looked for in instancing in the past but you just can't really make work quickly so even if tissue just did this I would be ecstatic about it let's move those off to the side now the other one we're going to talk about is the fan method now I'm going to be clear about this I'm not talking about the frame method because at the moment it doesn't appear to be working there seems to be something wrong with the maths of it and every single time it creates an error I have looked online and other people are saying exactly the same thing if this ever does start working I'll do another video on it and I'll just link that in the description and I'll put it as the top comment as well so it's easy for people to see so I will come back to this if it ever starts working because it looks really cool so so let's start having a look at how this fan method is going to work so I'm going to make a different object this time so let's bring in a cube and let's just G and X that over a little bit I'm gonna scale that on the z-axis apply the scale go into Edge mode control R add two Edge Loops there and then I'm just going to go into face mode select that face and that face and then let's s and nope let's turn off proportional editing so s and Z that up so we've got something like this so relatively simple fact that maybe let's go into Edge mode and gmy those are longer bits and importantly at the moment I've made a mistake because the y-axis is the bit that's important if you remember that original diagram so what I'm going to do is r and Zed 90 degrees and then control and a and apply the rotation now at this point if we want to make a manifold object I need to remove the edge faces so let's go there and then delete and then faces and we've got our object that we're going to use so I'm going to shift a mesh and I'm going to bring it in a circle I'm going to down this to let's say eight and we're going to fill this with an NG on just so it's really clear to see let's s to scale this up and let's talk through what this is about to do so if we have a look at the diagram what's going to happen here is this is going to instance but as opposed to instancing where we could either do it on the faces or the vertices or the edges this is going to do some quite clever things what it's going to do is it's going to imagine that this Center Point is there and then it splits this off into what I can only describe as pizza slices so we're gonna get one instance on each of these pizza slices and we can see from the diagram that is provided by blender that this is going to treat the minus y That's this direction as the outside so it's going to be towards the edges and then the positive Y which is that side towards the middle the other thing we can see it's going to do is it's going to treat the three point and the two points that's the points towards the positive y That's the bit up here as being equal to each other so what it's effectively saying I'll try and demonstrate this but it won't work perfectly is that if I go to my proportional editing and then linear it's going to scale these and try to bring them together to make something that's a bit like that you'll get what I mean when I do it but effectively it's turning it into lots of triangles so let's go through and do this so I'm going to click the object shift click the thing that I want to instance or tessellate it onto n and then tessellate and we want a fan and we'll click OK and as you can see it has brought everything together we're going to want to click that merge button and we can close the mesh if we wanted to but we'll do this with something more complicated in a second so yeah that that's what we've got here so let's look at this on a bigger scale because that looks fairly rubbish so I'm just going to shift in D bring this along and then let's get rid of this subdivision because it's just going to cause complications we want this 10 by 10 at this point so what we're going to do is change this into a more interesting shape this will work on this if I come to tessellate and then fan and click OK you can see what we've got there but it's a little bit boring but you can see how it's worked everything's been turned into triangles from a point in the center like that but let's do something with more edges to it so I'm actually going to just grab that and delete it and we're going to come back to our original shape so what I want to do is convert this to something more interesting and we actually have something in tissue that will do this so we're going to turn this into lots of hexagons and to do that we can just click this convert to dual mesh you can also do it up here which will generate a new one but keep the original plain but I just want to change everything and importantly I don't want these ones that are part hexagons so I'm just going to preserve borders turn that off and we've got just all of our hexagons there so at this point we can do exactly the same click shift click tessellate we want a fan click OK and now I can just come down here and then do the same thing again let's Bridge those open loops and we've got a solid object now if we wanted to we could get more technical with this or do some funky extra things with this let's just go into Edge mode Let's control an r and up that there and we'll have to do the same at the bottom as well then delete those two select those and that's F there and then F and F and if we go into object mode and then we refresh this and we're gonna have to turn those close Bridge Loops off you get some really funky cool things starting to happen so look how cool this is now at this point notice this bridge Edge Loops didn't work very well because now they're on edge Loops if I come down here and go to cap holes instead this will still work so we have got ways of making this function even if you're doing all these weird really cool tessellations so that is tissue an absolutely awesome add-on and I've covered just the tiniest part of this I want to be very very clear about this there is way more to it but I really wanted to explain those fill modes because for me it's the bit that makes tissue awesome now if you want to see some demonstrations of some really cool things you could do about this there are hundreds of examples of this on YouTube where you can see people making Rattan furniture or baskets or things like that and yes I could have just made another example of exactly the same thing but that just seems boring I thought explaining how this works is way more important than just adding to the pile of tutorials making Rattan Furniture if you do want to see some of the other cool things that you can do with tissue please do say in the comments I've been playing quite a bit with this over the last week or two just to make sure that I know as much as I can about this to make this video as I said I'm relatively new to this but I thought it was something well worth sharing I also wanted to give a really big shout out to the patrons who helps support the channel because while playing around with this admittedly for the last week or two I have been slightly less productive on making 3D models than I normally would be hopefully this has been worth it for the patrons and you're going to be able to put this to some really good use as always if you found the video useful please do hit the like button it really helps out if you want to know when I'm releasing videos each time hit subscribe and as I said there is a patreon page if you want to add some more support to the Channel please do head over there and anything you can support with is really really appreciated have a great day guys
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Channel: Artisans of Vaul
Views: 10,855
Rating: undefined out of 5
Keywords: beginner, pro, tessellate, teselate, tesselate, tesellate, guide, add, on, addon, how to, tutorial, bender, walk, through
Id: aP75UMyTCB0
Channel Id: undefined
Length: 14min 56sec (896 seconds)
Published: Fri Oct 06 2023
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