Easily create topologically correct diagrid tessellations with Tissue - parametric design Blender

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  • Опубліковано 6 жов 2024

КОМЕНТАРІ • 49

  • @georgiosrigas8094
    @georgiosrigas8094 Рік тому +11

    So happy to see deep tutorials for Tissue and parametric design. I'm learning so much from your tutorials, thank you!

    • @UHStudio
      @UHStudio  Рік тому

      Thanks so much for your support!

  • @ryzhov_art
    @ryzhov_art Рік тому +1

    Just found out about your channel... one of the best channels for blender users! thank you so much !

  • @moisessanchez984
    @moisessanchez984 Рік тому +1

    Very good tutorials. The way you show the results, good and bad, is very illustrative.

  • @xDaShaanx
    @xDaShaanx Рік тому +1

    This is why I just adore this channel. :)

  • @cubicbook
    @cubicbook 10 місяців тому +1

    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!

  • @Dimplesapplepie
    @Dimplesapplepie Рік тому +1

    It's really well explained and your setup is just the best I seen !

  • @frittenpeter
    @frittenpeter 9 місяців тому +1

    this is just amazeballs

  • @pZq_
    @pZq_ Рік тому +1

    Great tutorial. Thank you!🧡

  • @MMALAB
    @MMALAB Рік тому +2

    Outstanding video.

  • @vizdotlife
    @vizdotlife 9 місяців тому

    I really like your work and thought process. Thanks so much for sharing your unique point of view and ideas......really appreciate it.

    • @UHStudio
      @UHStudio  9 місяців тому

      Thanks so much for the support!!

  • @marcd7332
    @marcd7332 5 місяців тому +1

    Great tutorial and nice clean viewport, would you mind sharing the settings?

    • @UHStudio
      @UHStudio  4 місяці тому +1

      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.

    • @marcd7332
      @marcd7332 4 місяці тому

      @@UHStudio Thank you!

  • @joelmulder
    @joelmulder Рік тому

    This is a fantastic tutorial, but I can’t get over how good the visuals are.
    How did you get this look?

    • @UHStudio
      @UHStudio  10 місяців тому

      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 🤔

  • @krypt2k25
    @krypt2k25 Рік тому +1

    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

  • @greysunited7317
    @greysunited7317 Рік тому +1

    Parametric is the future of design! We need to "grow" buildings so to speak, and then allow life to flourish on them! SOLAR PUNK!

    • @UHStudio
      @UHStudio  Рік тому +1

      Right on! But first we need to invent new construction systems that allow for forms to "grow". Oh, or we just create synthetic photosynthesis?

  • @mrofnoctonod
    @mrofnoctonod Рік тому

    Thank you for your tissue videos. You're certainly helping to fill a void left by the absence of Alessandro.

    • @UHStudio
      @UHStudio  Рік тому +1

      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.

    • @mrofnoctonod
      @mrofnoctonod Рік тому

      @@UHStudio Oh thank you. I was not aware of his discord or patreon.

  • @kyungseomin
    @kyungseomin Рік тому

    Do you have any suggestions for creating parametric surface that has gradual increase in 'panels' towards certain corner of the 'base mesh'? Cheers man

    • @UHStudio
      @UHStudio  Рік тому +1

      Yes that can be achieved with vertex weight groups. Take a look at this video to learn how: ua-cam.com/video/2Wcu9E0EGEM/v-deo.html

  • @RenzoIR144
    @RenzoIR144 Рік тому

    great, but I have an off topic question, why does your pivot have the little cubes to scale in x,y,z?

    • @UHStudio
      @UHStudio  Рік тому +1

      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.

    • @RenzoIR144
      @RenzoIR144 Рік тому

      @@UHStudio ty man

  • @M_Lopez_3D_Artist
    @M_Lopez_3D_Artist Рік тому

    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.

    • @UHStudio
      @UHStudio  10 місяців тому

      thanks for mentioning 👌

    • @M_Lopez_3D_Artist
      @M_Lopez_3D_Artist 10 місяців тому +1

      Glad I could help love this tutorial
      @@UHStudio

  • @stillpointx2623
    @stillpointx2623 Рік тому

    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?

    • @UHStudio
      @UHStudio  Рік тому

      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.

  • @mateomadariaga8402
    @mateomadariaga8402 Рік тому +1

    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

    • @UHStudio
      @UHStudio  Рік тому +1

      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

  • @HO-cj3ut
    @HO-cj3ut 5 місяців тому

    I tried many times. It didn't happen. Please post another video on this subject. thanks

    • @UHStudio
      @UHStudio  5 місяців тому

      Which part didn't work for you?

    • @HO-cj3ut
      @HO-cj3ut 5 місяців тому

      @@UHStudio I'm having issues with the corners; I'm encountering the same problems you mentioned.

  • @Bilangumus
    @Bilangumus Рік тому +2

    You are a good teacher. I recentrly saw Autodesk Maya courses from someone at Zaha Hadid. What do you think about Maya for architects ?

    • @UHStudio
      @UHStudio  Рік тому +4

      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 $$$

    • @user-yk1cw8im4h
      @user-yk1cw8im4h Рік тому

      blender is clearly the future, open source always prevail.