Tissue - Morphing Components in Blender 2.80

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hello everybody I would like to talk about the morphing tessellation that you can do using tissue and in order to see how it works we will use the latest version of tissue that is not the one that is for a moment ship it with blender 2.80 I did some updating record so if you go to my github page you will see that for blender 2.8 even later the latest Risley release is the version 0 330 so from here you can download it if probably I I mean if you want to use the latest version just check my github and you will see which is the latest version that have developed so for a moment we will use this version and in this case we have a base object that is this geometry this abstract geometry here and we have a component that is this simple object that we can see here in the base geometry I'm using some modifier in particular subdivision surface because I want to do a patch test elation patch desolation means that instead of using just the flat faces that normally you have in a mesh I would like to use the version the faces that are smooth using a subdivision surface so basically the faces that web patches that you see when you have a sub-region surface and optimal display on so if you just use my modifier you will see just a smaller component following a subdivision of the faces but if you see this optimal display that means that you can also use the bigger patch that follow the curvature but have the same size of original faces so this is why I developed the patch option for the tessellation so in this case if we just see what happens if you do what isolation normal tessellation just press ok and see what happened you will see these where each component is applied to the flat faces if you want to take advantage of a small curvature that we have we need to use the patch tessellation patch okay maybe it was already bad oh yes this is squad that use very geometry without modifier the batch use the geometry out of a modifier but keeping the sides of the faces before the last subdivision surface I have only one subdivision surface this so this is the only one that we take into consideration so let's move this object here and just make it a little bit thinner 0.5 okay perfect okay so now let's assume that we want to change the shape of a component along this geometry so that we don't want to keep the component with the same shape in every part of the object first thing that we need to do let me just hide the wireframe in this case okay so the first thing that we need to do is to create a vertex group in the original mesh because this vertol group this vertex group will inform the gradient according to a gradient how this component will morph along with surface in order to create a vertex group you can just go to weight paint and start painting on our geometry or maybe selecting the correct one this one weight paintin and we can start painting this object basically when you paint using weight paint you add information to each vertex those information are called the vertex groups and each vertex can contain our value that goes from 0 that is the blue to one that is verrat you can paint it manually you can select some vertices and press assign to the vertex group defining before which is the weight value that you want to assign manually for instance I assign one here and I want to sign 0.5 here if I go to weight painter you will see that now here is red and here is green but there are also other way that you can use in order to assign those vertex groups for example you can use the vertex weight proximity that is a modifier that allowed to define the vertex group according to an object according to a proximity of an external object or for instance we can use some tools that have created in tissue for example you can create a vertex group according to a mathematical formula so you can use weight formula and there are some variables that you can use for instance you can use the local coordinates that that goes from 0 to 1 so in this case let's say that we want to create a gradient that goes from bottom to the top we can use RZ that is very allative z according to how big is the object is automatically remapped from 0 to 1 so if we just press ok you see now that we have this gradient that describe the change in busy you can create of course more complex formulas for instance you can check those examples so you can create harmonic variation and if you use some variables that are i1 that are integer slider or f1 f2 f3 that are floating slider you can add some interaction here so you can change manually the parameter in order to see how they change in this case with subdivision of a mesh is not that high so you will not see much detail in a vertex group because a vertex group is assigned to the original mesh not the result of a subdivision surface so in this case just keep it simple so let's use the formula RZ that we have created before and this will be fine for it for this example so we created a vertex group in this case I want to rename my vertex group because the name will be relevant at some point and we can call it just a ok now we have a vertex group so when we do a tessellation you can use some advanced settings in particular you can use map vertex group if you use this option and you go to weight paint you will see that now in Metis later the object you will have a same vertex group that you had before in the original mesh ok so in this way we can keep this level this layer of information now what we need to do is to create a morphing effect of our component how can we morph an object inside blender well we can use shape keys that are usually used for animating simple things that doesn't require our proper rigging behavior rigging system so when you create our first shape key it will create the basis that is very object as you see in that moment so usually is the default object without any deformation and then you can create a new shape key and in this shape key you can add some modification can change a little bit with shape the important thing is that shape keys doesn't add new vertices doesn't delete vertices doesn't doesn't add faces we just keep different coordinate of the existing vertices so if you start to extrude or delete some part when you have the shape Keys you can see sometimes some weird result in this case if we go to edit mode now we are editing the key one so for instance we can select this loop of faces here and we scale it down making this element more close ok if I return to object mode you will see that the object is still the same but now you see that in this key one we can change the value using this slider and changing this value use that very object will morph in the new version of itself you can disable them or you can just change those values okay now let's keep the value to zero and if I go here to my object and I go I activate the option that is you use shape keys okay now you will see that you have a same shape key here this shape key can change value so you see that this is the closest version this is open and also using the shape keys in blender you can combine them with vertex group so let's say for example that we want to use this vertex group here in this case you see how these components change along with Z according to a vertex group okay but if you want to create for example more effect if you want to have more groups and if you want to combine them automatically without changing the parameter manually here you can create that's great for example a new vertex group here maybe maybe we can use a gradient along the X or X okay great and we can call this group close and we can call this other group let's say that we want to combine with an increase of thickness of the component or maybe we can change the green part maybe we can call it thickness thickness okay so we will use these two vertex group in order to change two different behavior of our component let's return to our component let's create a new group and in this case in this group I want to scale along the axon of two point not maybe more let's go to the top view as s Y let's say for great and also here as X for okay I want to change also those I want to scale in the plane x and y so they can press s and shift Z and we can use a value 100 funny okay let's see like this wait something our because its individual origin sorry medium point as shift see okay now make sense and 2.3 okay good so now we have ones one vertex group that is changing the top part and another techguru platen chain is changing the bottom part okay now I want to give to those groups to those shape keys the same name that we use to weigh vertex group so this one is open is closed right yes close and thickness and this one is thickness okay now if we refresh a desolated object okay you don't see the more finger but you now see that claws and thickness are automatically associated with the two equivalent vertex group so that means that if we increase the value here it automatically uses a vertex group the same here but if you want to keep the same value by default without changing manually each time you can just set the value that you want in the original component so let's say for example that you want value one and one so you want to see maximum above maximum values in with a selected object now you can just refresh and now automatically have the gradient if I change it and a refresh it will automatically use the value that I have in my component exactly like that now we can you already have merge now when you use merge in this new version you can also close automatically the mesh forest rust in this case I have a component that have openings on all the side and those openings remains also at a selected object in this case I want to cut them so it is actually simple to do you can just go to edit mode by default you should see all the non manifold add selected and you can just press F but this is something that you have to do manually each time so I say okay we're not adding an option for that so in close mesh you can just choose cut holes and this will automatically do this operation for you okay now we can add a subdivision surface and we can see how it looks okay so you see now both variation in the bottom part and in the top part according to a vertex group when I think of working with vertex loop is that you can actually change them manually at some point so let's hide the solution surface in order to make it more fast but if you go to wait paint now and for example you select one over to vertex group let's say that we want to select close you can manually change the vertex group in the weight paint you just need to be careful because sometimes you see that it's you cannot paint perfectly you need maybe to smooth the weight sometime so because it's more difficult to paint our three-dimensional geometry like this we have three demented three-dimensional a component along the surface I suggest you to do this operation on a flat surface as you can see here and this will make more easy to control the gradients and everything in the final one so if I if I now refresh my desolated object will reload again the original vertex group deleting all the changes that I did manually okay so basically you can create any number of shape keys and make them matching the vertex group that you have in base mesh and just remember to keep the same name and also to set the value that you want to see in the component so remember that if you don't see the morphing effect probably the value is zero as it is by default in this way you can for example to use you can for example use different values let's say that you don't want to see the component that close maybe you want to keep them a little bit open so you can just change here and refresh here and you will see the same value in the tessellation you see same value okay I hope that this was clear if you have questions please add in the comment and any feedback is appreciated enjoy
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Channel: Alessandro Zomparelli
Views: 43,677
Rating: undefined out of 5
Keywords: alessandrozomparelli, tissue, blender, blender3d, b3d, blendertissue, computationaldesign, parametric architecture, computational design, 3d printing, digital art, tessellation, morphing, blend shapes, shape keys, parametric design, architecture, generative, alessandro, zomparelli, 3d, 3d modelling, blender addon
Id: 2Wcu9E0EGEM
Channel Id: undefined
Length: 17min 30sec (1050 seconds)
Published: Mon Aug 19 2019
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