Watching this video helped me fix what felt like an impossible problem I was having with the tissue tool (adding UV maps and using the "active UV" rotation setting fixed a bunch of breakages). Thank you so much!!!
Thank you! It's just a gray background with a sunlight, set to a large angle so it produces soft and subtle shadows. It's running in Cycles instead of eevee with very low sample rates.
I am happy to built on top of what Alessandro, the coder and designer behind Tissue has been doing. He has been assisting the community with using Tissue through Discord Tissue channel, Patreon, the FB Computational design group and elsewhere. I would suggest that you take a look at the collective activity behind Tissue, including on github.com/alessandro-zomparelli/tissue. Also, when trying to develop more complex tessellations (as in this case), we always talk and he provides excellent suggestions and sometimes updates to the code that I can then share with you all.
Man these are the videos i always expected of this channel and frequency recently is great love it brother 👍 keep going I would have also subscribed to patreon but apparently it has a problem in india not accepting my payment soo yeah
Do you have any suggestions for creating parametric surface that has gradual increase in 'panels' towards certain corner of the 'base mesh'? Cheers man
Any idea of how to create Michael Hansmeyer "Subdivided Columns" which was done in 2009-2010. Any thoughts in recreating something like this in Blender?
The subdivided columns use rule-based recursive subdivision. He has probably used Processing, or looking at the amount of geometry generated, more likely OpenFrameworks, which is a C++ open source creative coding library. There may be a way to do a part of that with Tissue. There is a subtab in the Tissue properties of a tessellated object for iterations. However, the iterations are static. I suppose you can animate the property to get interesting results.
I think you mean why am I able to transform and scale at any time? Top right-hand corner header of 3d Viewport, under gizmo pop-up menu, there are options under Object scale to enable them universally. I have move and scale selected.
excuse me, how are you able to see edges on the mesh, for example in the base mesh diagram you have a visible line, i would like to know how to make it visible
There are two ways - global, enabled in the pverlays menu in the 3d view header, under "geometry", there is an option to enable wireframe. Second way is per object, enabled in the Object Properties (orange icon), Viewport display, Show, Wireframe, and All edges
I should mention when you start this tutorial when you do that 45 degree turn and then get to the point where u have to click the object and the mesh panel there something important u forgot to show or mention TO DELETE the DECIMATE before u add it otherwise you will not get that perfect way of paneling just thought i should mention it to others because i had this issue for a hour.
I can absolutely not rotate and extend that original panel by 45° and then get a working array after the boolean, the lines never match up with the cube after that 45° rotation. Everything is on the grid, the panel, the cube, the cross cuts in the panel..... you just eye-ball scaled yours to match before the boolean and magic? wtf?
Thanks! As you may see, everything that can be done with Maya can also be done with Blender (and in many cases in a more parametric manner). I learned Maya from the same people that work at Zaha Hadid that taught the current generation of designers the work and teach Maya. And then, I started applying that knowledge to Blender. . Having said that, there is still a useful knowledge to understand the workflows that they teach in the maya courses. If you are interested, I also offer courses on Blender. Both Maya and Blender offer excellent opportunities for architectural design. However, one is open source and is constantly getting really impressive new updates, and the other one costs a lot of $$$
Watching this video helped me fix what felt like an impossible problem I was having with the tissue tool (adding UV maps and using the "active UV" rotation setting fixed a bunch of breakages). Thank you so much!!!
So happy to see deep tutorials for Tissue and parametric design. I'm learning so much from your tutorials, thank you!
Thanks so much for your support!
This is why I just adore this channel. :)
Thanks so much!
Just found out about your channel... one of the best channels for blender users! thank you so much !
Very good tutorials. The way you show the results, good and bad, is very illustrative.
Thank you! Cheers!
Incredible stuff, man! Also, I like your viewport, I think I'm going to copy you, it's a very clean and elegant workspace. Awesome!
Thank you!
this is just amazeballs
Thanks ;)
Outstanding video.
Thank you very much!
I really like your work and thought process. Thanks so much for sharing your unique point of view and ideas......really appreciate it.
Thanks so much for the support!!
It's really well explained and your setup is just the best I seen !
Thanks so much!
Great tutorial. Thank you!🧡
Cheers!
Parametric is the future of design! We need to "grow" buildings so to speak, and then allow life to flourish on them! SOLAR PUNK!
Right on! But first we need to invent new construction systems that allow for forms to "grow". Oh, or we just create synthetic photosynthesis?
Great tutorial and nice clean viewport, would you mind sharing the settings?
Thank you! It's just a gray background with a sunlight, set to a large angle so it produces soft and subtle shadows. It's running in Cycles instead of eevee with very low sample rates.
@@UHStudio Thank you!
This is a fantastic tutorial, but I can’t get over how good the visuals are.
How did you get this look?
Thank you! I am using Cycles with a single sun light, set to a very large size for soft shadows. Maybe I will make a video about the lighting 🤔
Thank you for your tissue videos. You're certainly helping to fill a void left by the absence of Alessandro.
I am happy to built on top of what Alessandro, the coder and designer behind Tissue has been doing. He has been assisting the community with using Tissue through Discord Tissue channel, Patreon, the FB Computational design group and elsewhere. I would suggest that you take a look at the collective activity behind Tissue, including on github.com/alessandro-zomparelli/tissue. Also, when trying to develop more complex tessellations (as in this case), we always talk and he provides excellent suggestions and sometimes updates to the code that I can then share with you all.
@@UHStudio Oh thank you. I was not aware of his discord or patreon.
Man these are the videos i always expected of this channel and frequency recently is great love it brother 👍 keep going
I would have also subscribed to patreon but apparently it has a problem in india not accepting my payment soo yeah
Thank you!
Do you have any suggestions for creating parametric surface that has gradual increase in 'panels' towards certain corner of the 'base mesh'? Cheers man
Yes that can be achieved with vertex weight groups. Take a look at this video to learn how: th-cam.com/video/2Wcu9E0EGEM/w-d-xo.html
Any idea of how to create Michael Hansmeyer "Subdivided Columns" which was done in 2009-2010. Any thoughts in recreating something like this in Blender?
The subdivided columns use rule-based recursive subdivision. He has probably used Processing, or looking at the amount of geometry generated, more likely OpenFrameworks, which is a C++ open source creative coding library. There may be a way to do a part of that with Tissue. There is a subtab in the Tissue properties of a tessellated object for iterations. However, the iterations are static. I suppose you can animate the property to get interesting results.
great, but I have an off topic question, why does your pivot have the little cubes to scale in x,y,z?
I think you mean why am I able to transform and scale at any time? Top right-hand corner header of 3d Viewport, under gizmo pop-up menu, there are options under Object scale to enable them universally. I have move and scale selected.
@@UHStudio ty man
excuse me, how are you able to see edges on the mesh, for example in the base mesh diagram you have a visible line, i would like to know how to make it visible
There are two ways - global, enabled in the pverlays menu in the 3d view header, under "geometry", there is an option to enable wireframe. Second way is per object, enabled in the Object Properties (orange icon), Viewport display, Show, Wireframe, and All edges
I should mention when you start this tutorial when you do that 45 degree turn and then get to the point where u have to click the object and the mesh panel there something important u forgot to show or mention TO DELETE the DECIMATE before u add it otherwise you will not get that perfect way of paneling just thought i should mention it to others because i had this issue for a hour.
thanks for mentioning 👌
Glad I could help love this tutorial
@@UHStudio
I tried many times. It didn't happen. Please post another video on this subject. thanks
Which part didn't work for you?
@@UHStudio I'm having issues with the corners; I'm encountering the same problems you mentioned.
I can absolutely not rotate and extend that original panel by 45° and then get a working array after the boolean, the lines never match up with the cube after that 45° rotation. Everything is on the grid, the panel, the cube, the cross cuts in the panel..... you just eye-ball scaled yours to match before the boolean and magic? wtf?
You are a good teacher. I recentrly saw Autodesk Maya courses from someone at Zaha Hadid. What do you think about Maya for architects ?
Thanks! As you may see, everything that can be done with Maya can also be done with Blender (and in many cases in a more parametric manner). I learned Maya from the same people that work at Zaha Hadid that taught the current generation of designers the work and teach Maya. And then, I started applying that knowledge to Blender. . Having said that, there is still a useful knowledge to understand the workflows that they teach in the maya courses. If you are interested, I also offer courses on Blender. Both Maya and Blender offer excellent opportunities for architectural design. However, one is open source and is constantly getting really impressive new updates, and the other one costs a lot of $$$
blender is clearly the future, open source always prevail.