RB leaves
Warning: This method does not prevent intersections, but can reduce them.
*There are the same amount of leaves. Without RB some leaves are hidden behind the wall.
Download ivies
Script
Follow along blend
Tips:
- Set suitable constraint angles
- Donāt forget to add passive RB to collision objects
- Use Mesh collision shape for concave objects (set appropriate sensitivity margin)
- Use vertex groups for particles density and length
- Particles rotation - global Z, normal, normal-tangent
Credits:
Ragdoll in Blender
Scripting for artists
IvyGen, Sapling Tree Gen addons
textures.com
Blender v2.90.2, v2.83.17
Wicker basket
Download cat house basket
Follow along blend
Technique:
1 Prepare shape
Use mirror modifier if shape allows (check flip U/V if needed)
2 Unwrap
UV Squares addon (clear tesselation direction).
If the surface is pretty curved, use maximally simplified pattern for tesselation.
In this case, in UV map every second row is rotated by 180.
3 Tesselate
Set Active UV for rotation, check use modifiers for the shape if needed.
4 Edit tesselation
Select all and merge by distance
If planning to use skin modifier - skin root mark and set mean radius x, y, skin modifier with smooth shading, subdivision modifier
5 Finish/fix tesselation manually
6 Add randomness
Mesh deform object - make sure all the tesselation mesh is included, add shape keys (add triangulate modifier if mesh deform effect is not visible)
Randomize radius
Skin modifier vs curve:
UV textures are available for curves; for mesh with skin modifier - if applied.
With mesh it is pretty useful to slide vertices when modeling.
Surface deform modifier can be used for mesh, for curve - only mesh deform.
(when using curve - close tips)
Credits:
Reference - Lovely Kitten Cat House by RiviĆØra Maison
Sleeping cat
Addons - Tissue, UV Squares, LoopTools.
Tissue addon for wicker basket
Curves for weave
Surface deform for final shaping
Blender 2.90.0 Alpha, 2.83.1
While making macrame Iāve stumbled upon texture stretching/squeezing problem when converting curves to mesh. Cleaning up manually takes just too much time.
So hereās my current solution (stretching/squeezing is still there, but way less noticeable):
- Select a face, U->Reset
- Select linked Ctrl+L, Follow active quads - Length average
- Fix UV proportions - find length of the adjacent edges of initial selected face. Rescale UV island accordingly (knowing that face was reset to 1x1)
- Repeat for all islandsā¦
Hereās the script, that makes this in one click. It is not optimized and pretty messy, but it gets the job done.
And yeah, having texture on macrame isnāt really useful. But, wellā¦ scripting is funš
Huge thanks to @helluvamesh. His post is in core of this method.
Geometry Nodes Puzzle
Video
GN_puzzle_v2.blend (1.4 MB)
Still canāt figure out how to make faces in GN.
Current geometry doesnāt look good and requires too much of manual clean up. But overall effect is pretty pleasing.
Inspired by this post.
āLow-poly Toucanā (https://skfb.ly/ZwDI) by Christie McCown.
Do you plan to push it further, some texture aaaaaand little animation. This can be very interesting.
PS. how many pieces have this puzzle
For now Iām waiting for more nodes or some knowledge on how faces can be done.
I wanted to bake texture on it, but current ngons arenāt good for this and cleaning up takes too much time. 638 pieces It would also be cool to print this kind of stuff.
Yahā¦ Imagine real 3D puzzle with ājustā 638 pieces. Hah, this can be printed and cut in real world ( no idea how this can cost ). But will be interesting to assemble this, for sure.
After seing this 3D puzzle Iāve decided to give it another try.
Still not automatic, but it was worth it.
Ha, haā¦ this is it.
Iām a simple man, I see cats. I like.
These are some grate tuts man.
Somewhere among pinned macrame images I have this pretty umbrella.
I was reminded of it a year ago and started planning how to approach modeling it, but having no free time was unable to pursue it further.
This model is based on Todo Bien design.
Starting from crocheting a smaller version to visualize knots.
Spirals were made with GN and connected in faces became base for tessellation.
I used Tesselate Mesh by @higgsas which is the best tessellation tool Iāve used. It allows to set different component per face. Components can be rotated, flipped, scaled and mirrored. The only thing I regret is not utilizing its merge function. So I made vertex groups for vertices that needs to be connected and merged them one by one.
Animation is made with Surface Deform + Cloth for main part and Soft Body for threads.
I animated palm from 3D Shaker (Surface Deform + Cloth > mdd > Cloth).
Waves are combination of Flip Fluids with GN waves by Cartesian Caramel.
I used wall by makeitmovemedia from Sketchfab, lounger by jhon maycon and stool by Ricardo Soares from BlenderKit.
HDRI from Poly Haven.
Music by tubbers and turbostream from freesound.
This model is intended to be a part of bigger project I hope Iāll be able to finish someday.
Trying to lighten animation for INS Grass addon.
Foreground consists of realized instances with bending animated.
Background has instances with rotation animated.
To avoid snapping between two states there is transition distance to blend between bending and rotation.
Grass is mix of Tall grass and modified Miscanthus Sinensis Zebrinus by Marcin Malcherek (part of INS Grass + Ornamental Grass Pack)
Cloud from Walt Disney Animation Studios, cloud material by Samuel Krug VFX
HDRI from Poly Haven
Sound by dobroide from freesound
Reference
Amazing work here! Keep it coming!
I desided to test grass animation using latest INS Grass addition - barley.
Stems are animated using ragdoll technique. Based on generated splines high poly objects are deformed with GN-based system (similar to lattice). Soft body is used for leaves animation (which gave me the least bad result compared to cloth and ragdoll).
Hand is from MB Lab character with Meshroom photoscanned texture.
Camera uses hexanon lens - modified 80 mm lens by Jack Toth using Zircron45 tutorial.