Having Fun with Blender - CURVES AND ARRAYS

Поділитися
Вставка
  • Опубліковано 15 вер 2024
  • A short example of blender's potential for computational design and architecture.

КОМЕНТАРІ • 59

  • @Orimthekeyacolite
    @Orimthekeyacolite 6 років тому +29

    The coolest part is that it's not a timelaps, this is actually created in a few minutes in real time. That's what you get for knowing your toolkit well!

  • @minhaj_khan
    @minhaj_khan 6 років тому +3

    Damn
    Something so complex and elegant made with just a few clicks. Now that's smart

  • @rdl8443
    @rdl8443 7 років тому +6

    good tutorial with everything i need to remember regularly every 3 months :)

  • @sonofhendrix1618
    @sonofhendrix1618 8 років тому +17

    A tutorial of this should gain a lot of views.

  • @williamlacrosse9389
    @williamlacrosse9389 5 років тому +1

    Best modelling software by far!

  • @fonzjedelarosa7587
    @fonzjedelarosa7587 4 роки тому

    Awesome!

  • @nnghost
    @nnghost 5 років тому

    props for using the curve modifier properly

  • @elvafae9902
    @elvafae9902 6 років тому +2

    Whoa!!!! So COOOOL!

  • @hav_bs0lll
    @hav_bs0lll 7 років тому +2

    this is insane!!, thanks for the video

  • @AndreaAvellinoVideo
    @AndreaAvellinoVideo 5 років тому

    Ciao Alessandro complimenti per quello che fai, il tuo modo di interpretare Blender lo trovo unico rispetto a quanto ho visto fino ad ora (sono un blenderista dal 2010). Sei di grande ispirazione, grazie.

  • @petertremblay3725
    @petertremblay3725 6 років тому +1

    The problem with radius is that it is distorting object, i wish we could use more than one empty along an array to be able to scale proportionally at various point along the array!

    • @AlessandroZomparelli
      @AlessandroZomparelli  6 років тому

      Yes, it's True. You can maybe try with a lattice. Maybe with Tissue you can do something similar, I have to check for an alternative workflow.

  • @subramanyam2699
    @subramanyam2699 5 років тому

    This is really amazing ..

  • @emilezoulette882
    @emilezoulette882 5 років тому

    great video man ! thanks

  • @BawonoSA173
    @BawonoSA173 3 роки тому

    Now, I know this is an old video and all, but this is very much insightful
    But I got question: what should we do to be able to use bothe Curve + Array mods AND Hair particle system? Cuz I've been trying to work on that, tried to manage the modifiers' stacking positions, and it still doesnt work at all.
    It'll be tremendously useful when I'm gonna need to make creature model with fluffy tail of sort, or some spikes/feather

    • @AlessandroZomparelli
      @AlessandroZomparelli  3 роки тому

      Hi Bawono, you just gave me an idea for a video on Patreon :-) It is indeed possible. Maybe you can use Geometry Nodes for that. But another approach would be to use Tissue. In the sequence you can: 1) "Tissue Convert To Curve" for automatically converting the hair to curves. 2) In the generated Curve object set either bevel or extrusion 3) Use that as a base object for a "Tessellation" using Tissue. I hope that this helps :-)

  • @nimespeaudange1546
    @nimespeaudange1546 6 років тому

    Grazie! Awesome tutorial ;)

  • @davidarguedas5735
    @davidarguedas5735 7 років тому +1

    Great tutorial, and great music, whose the music?

  • @veddopanji2582
    @veddopanji2582 4 роки тому

    Truly bizzarre!

  • @silverviz5600
    @silverviz5600 5 років тому +1

    The only thing i don't understand it how you edit all the sides without using a mirror modifier

    • @AlessandroZomparelli
      @AlessandroZomparelli  5 років тому

      For that I used an array modifier linked to an empty

    • @silverviz5600
      @silverviz5600 5 років тому

      @@AlessandroZomparelli Ooooooooh, thank you, ironically enough that's exactly what I'm doing right now in a separate project, it didn't occur to me that's how you did it *facepalm*

  • @kangsan9687
    @kangsan9687 4 роки тому

    Helloanother question? do you have any suggestion if i want the object to move following the path?

  • @eternalchao11
    @eternalchao11 7 років тому +1

    When I tried to imitate this the geometry I made stop half through the beizers curve.

    • @AlessandroZomparelli
      @AlessandroZomparelli  7 років тому +1

      eternalchao11 try to reset the scale of your object (alt-S)

    • @eternalchao11
      @eternalchao11 7 років тому

      i tried your advice but its still the same. It adds more geometry as i move the beizers tip away but to me it seem delayed. I got work though so thats it for today

    • @AlessandroZomparelli
      @AlessandroZomparelli  7 років тому

      Bezier and geometry should have the same location

    • @eternalchao11
      @eternalchao11 7 років тому

      Alessandro Zomparelli same location and same origin. They have the same origin

    • @AlessandroZomparelli
      @AlessandroZomparelli  7 років тому +1

      eternalchao11 I've noticed that sometimes it can give this kind of error. I suggest trying to reassign again, or trying to scale it manually. If you for example are using the z axis of your object along the curve, you can scale the object along the local z axis and you should be able to manually adjust the length. PS: did you set the length of the array fitting the curve length right?

  • @deucesmcgee7387
    @deucesmcgee7387 6 років тому

    Great tut. Would yo be willing to share the song info as well mein brudda?

  • @israelf4911
    @israelf4911 6 років тому +1

    wow, aprendi mucho, gracias

  • @kangsan9687
    @kangsan9687 4 роки тому

    hello can you please explain what you did at 2:16
    ? I cannot figure out

    • @AlessandroZomparelli
      @AlessandroZomparelli  4 роки тому

      Hi Kang San, I set the "Crease" to 1 for the selected edges. The shortcut is shift-E, or you can find the value on the right panel, in the "Item" tab while you are in edit mode.

    • @kangsan9687
      @kangsan9687 4 роки тому

      @@AlessandroZomparelli thank you it works! great help!

  • @valbersoares5305
    @valbersoares5305 6 років тому

    wow

  • @FegoneStd
    @FegoneStd 6 років тому

    where you screencast ????

  • @leaphymoon9881
    @leaphymoon9881 7 років тому

    can you do a tutorial for this??

  • @giacomogiambo2989
    @giacomogiambo2989 6 років тому

    ciao!! grazie per il tutorial è stato molto utile!! però ho un problema, quando metto il fit typ: fit curve nel modifier array il segmento non si duplica per tutta la lunghezza della curva bezier ma solo per un pezzo, come se ci fosse un qualche offset. ho provato a settare l'origine della curva e della mesh uguale per entrambe ma continuo ad avere lo stesso problema. grazie in anticipo e anche per il tutorial!!

  • @TheAngelArrow
    @TheAngelArrow 5 років тому

    if that was poo, then that would be the worst shit i'd ever take, my ass would be destroyed

  • @manishparmar6575
    @manishparmar6575 6 років тому

    Where are you man ?

  • @petertremblay3725
    @petertremblay3725 6 років тому

    Tremors on steroids!

  • @Xperto_
    @Xperto_ 6 років тому

    What keys do you press at 2:17?

    • @AlessandroZomparelli
      @AlessandroZomparelli  6 років тому +1

      Shift-E for setting the crease of the edges

    • @Xperto_
      @Xperto_ 6 років тому

      Alessandro Zomparelli thanks a lot.

  • @Kimera_Alternate_Realities
    @Kimera_Alternate_Realities 7 років тому +3

    I get that you did this for fun, but the addition of screen cap and commentary about what how are you are doing would make this video just perfect, still a good video.

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 7 років тому +3

      Not sure why you would need that. It looks pretty straightforward: a simple plane (leftover from a hex prism) with a rotational array modifier to recreate the sixfold symmetry, then the single face is inset and extruded, then a Bézier is used to replicate the shape along the curve, using the well-known combination of a fit-to-curve array modifier followed by a curve modifier.
      The Bézier is then tweaked and edited in the various usual ways--altering the tilt and radius of points, adding points etc.
      Then a subsurf is applied to the mesh, with crease set on certain edges to sharpen them.
      Then the Bézier is tweaked some more.
      All very simple operations, to end up producing a disconcertingly organic and complex shape.