Easy parametric ridge-like structure with Tissue

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  • เผยแพร่เมื่อ 20 พ.ย. 2024

ความคิดเห็น • 73

  • @3DCGdesign
    @3DCGdesign ปีที่แล้ว +1

    This is just what I've been looking for when I want to create my parametric architecture and panel designs! and that tip "Rotation : Active UV" helped me so much - thank you!

  • @nananashigure8022
    @nananashigure8022 ปีที่แล้ว +4

    This is amazing! Been struggling trying to create these organic forms, your workflow saves my life

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Happy to hear you find it useful :)

  • @bauraz
    @bauraz ปีที่แล้ว +3

    Dude this is just beautiful! We are waiting for more cool videos on this topic!

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Thanks so much!

  • @SteveWarner
    @SteveWarner ปีที่แล้ว +6

    Great tutorial! I've seen you use Tissue in the past. Tried it and failed miserably. I simply didn't understand the workflow, but you've done a great job of showing it here. Thank you!

    • @UHStudio
      @UHStudio  ปีที่แล้ว +1

      Thank you! Much appreciated!

    • @GerryGoodDude
      @GerryGoodDude ปีที่แล้ว +3

      I too have failed miserably trying to follow some of your earlier tutorials. Thanks for breaking it down in simple terms!

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      @@GerryGoodDude Cheers!

  • @MikeMike-wc8on
    @MikeMike-wc8on ปีที่แล้ว +2

    Great! You showed me some new features I did not even know!

  • @movingshapes
    @movingshapes 8 หลายเดือนก่อน +1

    Nice tutorial. Thank you!

    • @UHStudio
      @UHStudio  8 หลายเดือนก่อน

      Cheers!

  • @sanderb456
    @sanderb456 ปีที่แล้ว

    This kinda blows my mind. Thank you for sharing - It's like I just got a super power.

  • @hybridphoenix7766
    @hybridphoenix7766 ปีที่แล้ว +2

    Very helpful! I've been looking for something like this for Blender because I've used this kind of workflow within Revit wherein an individual creates an adaptive family that is prepared to be applied to a mass that has a pattern. Thank you for sharing.

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Cheers! Yes, it is quite fun actually! However, you can't quite push it to the same level as adaptive families, where, for example you can have a frame of the panel stay consistent no matter the size. Actually, it is possible with the "frame" option in Tissue, it's just that the middle area from the frame is currently limited to what it can be.

  • @P45H4
    @P45H4 ปีที่แล้ว +2

    Thanks for the tutorial. Very clear and understandable, nice presentation.

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Thanks and glad you find it easy to follow!

  • @93avaneesh
    @93avaneesh ปีที่แล้ว

    Amazing! Blender is worthy of all efforts. Thanks to you.

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Cheers! Appreciate it!

  • @nirajkapadiya3890
    @nirajkapadiya3890 ปีที่แล้ว +1

    you are a genius

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Thanks, but I just copy from the geniuses

  • @sarameneses769
    @sarameneses769 11 หลายเดือนก่อน

    This is incredible ! I'm in Love

  • @s-fablab
    @s-fablab ปีที่แล้ว

    This is very, very cool, thank you for such a clear and visual explanation!

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Glad it was helpful!

  • @daz7960
    @daz7960 7 หลายเดือนก่อน +1

    Thank you for russian architecture)

  • @vizdotlife
    @vizdotlife 10 หลายเดือนก่อน +1

    Super cool!

    • @UHStudio
      @UHStudio  10 หลายเดือนก่อน

      Thank you!

  • @AC-je2dy
    @AC-je2dy 7 หลายเดือนก่อน +1

    Such a cool video😮

    • @UHStudio
      @UHStudio  7 หลายเดือนก่อน

      Thanks :)

  • @thedgilsc1579
    @thedgilsc1579 ปีที่แล้ว +1

    Hello, super tutorial. Just have an issue with some part of structure don't go the correct unwarp whatever I do...

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Might have to experiment with the UV unwrap, by rotating the faces, or by using the rotate tools in the Tissue sidebar. Alternatively, what I've found is that if you start from a plane, scale it up, and then create loop cuts (as opposed extruding edges), the mesh maintains orientation better. There are also issues with the Bundled Tissue version when using the Mirror modifier. i suggest trying the lastest tissue from github instead.

  • @movingshapes
    @movingshapes 8 หลายเดือนก่อน

    Also, would it be possible to control the angles of individual ridges according to the model surface (but not necessarily the normal of the surface)?

  • @FraukeFreundlich
    @FraukeFreundlich ปีที่แล้ว +1

    Great Tutorial, thank you so much. But also your dev-look adjustments are pretty cool, would you Share them with us? :)

    • @UHStudio
      @UHStudio  ปีที่แล้ว +1

      Thank you. I am using ambient occlusion to something like 20m, and I have added a sun, enabled with the "Scene Lights" option in the viewport shading menu (right-most arrow in the 3d view header)

    • @FraukeFreundlich
      @FraukeFreundlich ปีที่แล้ว +1

      @@UHStudio thank you, Sir! :)

  • @marcoreinhold4775
    @marcoreinhold4775 ปีที่แล้ว +2

    Great tutorial. Can you post a link to the addon? Thanks.

    • @SteveWarner
      @SteveWarner ปีที่แล้ว +2

      It comes with Blender. Just open prefs and search for it in your addons.

    • @UHStudio
      @UHStudio  ปีที่แล้ว +1

      Yes, Tissue is part of the Blender installation, it just needs to be enabled in the preferences -> addons.

  • @MrLelopes
    @MrLelopes ปีที่แล้ว +1

    looks amezing, but how do I docmunt something like that?

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      Depends on what kind of documentation. Traditional plans, elevations and sections and currently best done by importing the project into either Freecad or Rhino. However, this structure wouldn't be possile to get built from just plans and elevations. Instead, it would need to be broken down into parts, and the sizes and quantities of these separate parts would need to be documented. For example it it were to be a thin concrete shell, then with the contractor, it would be important to know how to break it down into separate parts So the documentation for the mould would be needed, which would be an architecture and engineering exercise on its own. In most cases, even if moulder, it would likely be panelised, so the separate panels would need to be documented independently.

    • @MrLelopes
      @MrLelopes ปีที่แล้ว

      Yeah, I was hoping there were an easy way to break it down to smaller pieces in some automated way. Lol. One can dream.

  • @movingshapes
    @movingshapes 8 หลายเดือนก่อน

    Would it be possible to have the ridges gradually flatten in some areas (the top of the slope for example), while protruding in some other areas (the bottom of the ravine for example)?

    • @UHStudio
      @UHStudio  8 หลายเดือนก่อน +1

      Yes, that can be done in Tissue with Shape Keys. It's a bit more advanced, but basically you can have an empty acting as an attractor, and generating a vertex group gradient between to shape key states of the same object, one that's relatively flat and another that's highly angled.

  • @MauGamerful
    @MauGamerful 4 หลายเดือนก่อน

    how do u get the tecnical drawing from that or make it more "constructable" ??

    • @UHStudio
      @UHStudio  3 หลายเดือนก่อน

      You would first "unwrap" it to get each panel separately, positioned in the best possible way to use it for creating a mold. There can also be an intermediate step, where instead of having a huge number of different panels, they can be optimised to have 3 or 4 different types. This is typically done by a facade consultant like Newtecnic or Case Inc. with the help of the Kangaroo plugin in Grasshopper inside of Rhino.

  • @j_shelby_damnwird
    @j_shelby_damnwird ปีที่แล้ว +1

    Can this type of model be 3D printed?

  • @StephenCoorlas
    @StephenCoorlas ปีที่แล้ว

    Very cool 🤘🏼

  • @tonytk5744
    @tonytk5744 ปีที่แล้ว +1

    Is it possible to do these things using just node? Like a Rhino grasshopper.

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      It is, some genius people have a made a tessellate-like node group for geometry nodes. However, the point of this video is to show how easy it is to do a completely parametric model without node scripting. For example, this would take a little longer to generate with Grasshopper. The base shape generator could either be imported from Blender or created with Rhino's subdiv tools. But, it won't be as fast. Not that Rhino/GH doesn't have a place in my workflow. I actually use them all the time for working it better paneling, etc. As for quick concepts, Blender is excellent and super fast

    • @monnos9876
      @monnos9876 ปีที่แล้ว

      @@UHStudio So what do you recommend for an architecture graduation project. Use blender or Rhino-Grasshopper?

  • @Z-add
    @Z-add 5 หลายเดือนก่อน

    So this is useful for even parametric furniture. Correct?

    • @UHStudio
      @UHStudio  5 หลายเดือนก่อน

      Yes, certainly

  • @yeetmaster2510
    @yeetmaster2510 9 หลายเดือนก่อน

    i cannot tesselate the base panel ? and i cannot unwrap they said non uniform scale ?

  • @lovefestcentroamerica6053
    @lovefestcentroamerica6053 ปีที่แล้ว

    Thanks for the great tutorial! I just have one problem, when i export this to unreal engine 5, everything ok, but when i put material it only show the material outside and when i go to the inside nothing is showed is like nothing is there, any solution from blender, so i can give materials in the interior when im in UE5? Thanks for the help!

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      It sounds like Unreal wants manifold geometry, so the normals are always facing outwards. Try adding a solidify modifier to do that.

    • @lovefestcentroamerica6053
      @lovefestcentroamerica6053 ปีที่แล้ว +1

      @@UHStudio thank you so much for your help! It worked!

  • @PalaisAE
    @PalaisAE ปีที่แล้ว

    Could anyone please tell me how to have the moving bar (XYZ control) right above the object when selecting?

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      You can either activate the transform gizme by selecting the Move Tool in the right-hand toolbar in the viewport or by having it univerally available, by clicking on the drop-down icon menu in the viewport header, left-hand side bow-and-arrow Gizmos icon, and under Object Gizmos, selecting Move, Rotate, and Scale.

    • @PalaisAE
      @PalaisAE ปีที่แล้ว +1

      @@UHStudio I found it. Thank you very much!

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      @@PalaisAE Cheers!

  • @guilty_10
    @guilty_10 4 หลายเดือนก่อน

    • @UHStudio
      @UHStudio  3 หลายเดือนก่อน

      🙌

  • @MikeMike-wc8on
    @MikeMike-wc8on ปีที่แล้ว

    Hmm.. So I tried to repeat this in Blender 3.5 and found out that the addon Tissue Tools is not working. Same file I created in 3.5 and opened in Blender 3.3 seems to working fine though. Sad.

    • @UHStudio
      @UHStudio  ปีที่แล้ว

      It should be working. It it gets updated rather frequently. If you google Blender Tissue, you can get the latest dev version from github

    • @MikeMike-wc8on
      @MikeMike-wc8on ปีที่แล้ว +1

      @@UHStudio I found the reason, it was conflict between Tissue and another addon, which also uses Numby.

    • @MikeMike-wc8on
      @MikeMike-wc8on ปีที่แล้ว +1

      @@UHStudio so I just disabled Numby module in Sverchok (it is not this really needed there all the time) and everything seems to be alright now :-)

    • @UHStudio
      @UHStudio  ปีที่แล้ว +1

      @@MikeMike-wc8on good to know!

  • @StephenCoorlas
    @StephenCoorlas ปีที่แล้ว

    Very cool 🤘🏼

  • @StephenCoorlas
    @StephenCoorlas ปีที่แล้ว +2

    Very cool 🤘🏼