[Bf-docboard-svn] bf-manual: [9060] branches/blender-3.1-release/blender_docs/manual: Add-ons: Add tissue documentation

Aaron Carlisle noreply at blender.org
Tue Mar 1 05:02:42 CET 2022


Revision: 9060
          https://developer.blender.org/rBM9060
Author:   Blendify
Date:     2022-03-01 05:02:39 +0100 (Tue, 01 Mar 2022)
Log Message:
-----------
Add-ons: Add tissue documentation

Author: @alessandrozompa

Differntial Revision: https://developer.blender.org/D14206

Modified Paths:
--------------
    branches/blender-3.1-release/blender_docs/manual/addons/mesh/tissue.rst

Added Paths:
-----------
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_cover.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_dual-mesh.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_tessellate-operator.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_uv-to-mesh.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-area.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-colors.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-contour-curves.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-contour-displace.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-contour-mask.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-curvature.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-edges-bending.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-edges-deformation.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-formula.jpg
    branches/blender-3.1-release/blender_docs/manual/images/addons_mesh_tissue_weight-harmonic.jpg

Modified: branches/blender-3.1-release/blender_docs/manual/addons/mesh/tissue.rst
===================================================================
--- branches/blender-3.1-release/blender_docs/manual/addons/mesh/tissue.rst	2022-03-01 01:29:35 UTC (rev 9059)
+++ branches/blender-3.1-release/blender_docs/manual/addons/mesh/tissue.rst	2022-03-01 04:02:39 UTC (rev 9060)
@@ -3,9 +3,17 @@
 Tissue
 ******
 
-The add-on is composed by different tools for computational design.
+.. figure:: /images/addons_mesh_tissue_cover.jpg
 
+Tissue is a collection of tools that facilitate the use of computational-design techniques inside Blender.
+It consists of different tools, visible in the right panel.
+According to the active mode, different tools are displayed:
 
+- Tissue Tools (visible in Edit Mode and Object Mode)
+- Tissue Weight Tools (visible in Weight Paint Mode)
+- Tissue Color Tools (visible in Vertex Weight Mode)
+
+
 Activation
 ==========
 
@@ -13,76 +21,281 @@
 - Click Mesh then Tissue to enable the script.
 
 
-Description
-===========
+Tissue Tools
+============
 
+Generators
+----------
+
+*Generators* are non-destructive functions that generate new objects starting from input objects.
+They include **Tessellate**, **Dual Mesh** (a special Tessellate) and **Convert to Curve**.
+For all of them, a **Refresh** operator can be used in order to reload the changes from the input objects.
+
+
 Tessellate
 ----------
 
 The *Tessellate* tool allows the user to copy a selected object (Component) on the faces of
-the active object (Generator), adapting its bounding box to the shape of quad faces.
+the active object (Base), adapting its bounding box to the shape of quad faces.
+It is possible to use as input objects *Mesh*, *Curve*, *Surface* and *Text* and *Meta* objects.
+When using Tessellate, two objects must be selected.
 Once the *Tessellate* button was pressed, then more options will appear in the tool parameters.
-Update allows you to update the active the Tessellated mesh according to Component and Generator changes.
-You can also change the parameters of tessellation.
 
-New Object Name
-   Specify the name of the new object generated by the Tessellate tool.
+.. figure:: /images/addons_mesh_tissue_tessellate-operator.jpg
 
-Generator:
-   Fill Mode
-      Allows to chose the filling method.
+Later it will be possible to change them, together with more advanced settings
+from the *Object Data Panel* of the generated object.
 
-      Quad
-         For quadrangular meshes *Quad* option is preferable.
-      Fan
-         While for polygonal meshes *Fan* works better.
-   Merge
-      Removes duplicated vertices according to threshold value.
-   Randomize
-      Create a random of the components according to seed.
+Use Modifiers
+   This option is available for both *Base* and *Component* objects and allows the use
+   the respective modifiers. If this option is disabled, then only the original object's
+   data will be used.
 
-Component:
-   Component XY
-      Allows to chose how the component object is parametrized.
+Fill Mode
+  Tessellation strategy used to map the Component's coordinates on the Base's faces.
 
-      Adaptive
-         Automatically calculate the Bounding Box of the object.
-      Constant
-         For more control chose *Constant*, that consider a domain in which X and Y go from 0.0 to 1.0.
-   Component Z
-      Allows to chose how the thickness is calculated.
+  Tri
+    This options will automatically triangulate the Base object and will map the component
+    to the triangular faces. The input domain will be considered rectangular, but the
+    target domain will have two vertices coincident.
+  Quad (default)
+    This is the default method and will map the Component domain to each quad face of the Base object.
+    If an face has more than 4 vertices, then it will be automatically separated in quad or triangular faces.
+  Fan
+    This option will split every face of the Base object in triangles connecting each side of the face
+    to its center.
+  Patch
+    This option require the use of a Subdivision Surface modifier on the Base object.
+    It is similar to the *Quad* method, but it will allow to use curved domains, based on the Subdivided patches.
+    If more subdivision surfaces (or Multiresolution modifiers) are used, then only the last one will be used for
+    defining the target patches.
+  Frame
+    Similarly to an Inset Face operator, this option will allow to apply the components along
+    offset faces of a given Thickness.
 
-      Constant
-         Uses the Z of the component.
-      Proportional
-         Using *Proportional* the Z of generated components changes according to generator faces area.
+Merge
+  Automatically merge together all the generated components.
 
-         .. warning::
+Smooth Shading
+  Automatically sets the shading of the generated geometry as Smooth. If the Component
+  object is already set as Smooth, then this option is not necessary.
 
-            Using *Proportional* can create some openings if used with *Merge* options.
-   Scale
-      Allows to change thickness of the generated mesh.
-   Offset
-      Allows to offset the thickness from the center.
+Thickness
+  Scale Mode
+    Constant
+      Generate components with a fixed and uniform thickness in the normal direction.
+    Relative
+      Generate components with a thickness proportional to the target face dimension.
+      This will produce components with an aspect ration similar to the original Component object.
+    Scale
+      Control the scaling factor of the components' Thickness.
+    Offset
+      Allows to control the alignment of the components in relation to the Base object surface.
 
 
-Update
-------
+Dual Mesh
+---------
 
+*Dual Mesh* modifies the selected meshes creating dual meshes.
+Dual Mesh output is a polygonal mesh derived from the triangular mesh.
+Quadrangular meshes are automatically converted to triangular before.
+
+.. figure:: /images/addons_mesh_tissue_dual-mesh.jpg
+
+Quad Method
+   Methods for splitting the quads into triangles. (Inherited from the *Triangulate Faces* tool.)
+Polygon Method
+   Methods for splitting the polygons into triangles. (Inherited from the *Triangulate Faces* tool.)
+Preserve Borders
+   Prevent alteration of the open boundaries of the mesh.
+
+
+Convert to Curve
+----------------
+
+(To Do)
+
+
+Refresh
+-------
+
 The options for the *Update* tool are the same of *Tessellate*.
 Furthermore, it allows to change Generator object and Component object.
 
 
-Colors-Weight Exchanger
+Rotate Faces
+------------
+
+(To Do)
+
+
+Convert to Dual Mesh
+--------------------
+
+(To Do)
+
+
+Polyhedra Wireframe
+-------------------
+
+(To Do)
+
+
+Lattice Along Surface
+---------------------
+
+(To Do)
+
+
+UV to Mesh
+----------
+
+Convert the active UV-map to mesh trying to preserve the original 3D model total surface area.
+
+.. figure:: /images/addons_mesh_tissue_uv-to-mesh.jpg
+
+
+Random Materials
+----------------
+
+(To Do)
+
+
+Weight to Materials
+-------------------
+
+(To Do)
+
+
+Tissue Render Animation
 -----------------------
 
-The Colors-Weight Exchanger consists of two tools: *Colors from Weight* and *Weight from Colors*
-that allow the user to convert the active vertex color to vertex group and vice versa.
+(To Do)
 
 
-Colors from Weight
-^^^^^^^^^^^^^^^^^^
+Tissue Weight Tools
+===================
 
+Area
+----
+
+Weight from Faces area (Automatic Bounds, Manual Bounds)
+
+.. figure:: /images/addons_mesh_tissue_weight-area.jpg
+
+
+Curvature
+---------
+
+Weight from Curvature (Based on Dirty Vertex Colors)
+
+.. figure:: /images/addons_mesh_tissue_weight-curvature.jpg
+
+
+Weight Distance
+---------------
+
+(To Do)
+
+
+Weight Formula
+--------------
+
+Weight based on Vertices parameters. Allows to use vertices coordinates and normals direction.
+Integer and Float sliders can be created in order to find the proper parameters more easily.
+
+.. figure:: /images/addons_mesh_tissue_weight-formula.jpg
+
+
+Weight Laplacian
+----------------
+
+(To Do)
+
+
+Harmonic
+--------
+
+Harmonic function based on active Weight
+
+.. figure:: /images/addons_mesh_tissue_weight-harmonic.jpg
+
+
+Random
+------
+
+(To Do)
+
+
+Edges Deformation
+-----------------
+
+Generate a Vertex Group based on Edges Deformation evaluated on the Modifiers result
+(Deformation Modifiers and Simulations).
+
+.. figure:: /images/addons_mesh_tissue_weight-edges-deformation.jpg
+
+
+Edges Bending
+-------------
+
+Generate a Vertex Group based on Edges Bending evaluated on the Modifiers result
+(Deformation Modifiers and Simulations).
+
+.. figure:: /images/addons_mesh_tissue_weight-edges-bending.jpg
+
+
+Streamlines Curves
+------------------
+
+(To Do)
+
+
+Contour Curves
+--------------
+
+Generates isocurves based on Active Weight.
+
+.. figure:: /images/addons_mesh_tissue_weight-contour-curves.jpg
+
+
+Contour Displace
+----------------
+
+Cut the mesh according to active Weight in a variable number of isocurves and automatically add a Displace Modifier.
+
+.. figure:: /images/addons_mesh_tissue_weight-contour-displace.jpg
+
+
+Contour Mask
+------------
+
+Trim the mesh according to active Weight.
+
+.. figure:: /images/addons_mesh_tissue_weight-contour-mask.jpg
+
+
+Reaction Diffusion
+------------------
+
+(To Do)
+
+
+Radom Materials
+---------------
+
+(To Do)
+
+
+Weight to Materials
+-------------------
+
+(To Do)
+
+
+Convert to Colors
+-----------------
+
 Convert To
    Value Channel, Red Channel, Green Channel, Blue Channel, False Color
 Invert
@@ -89,9 +302,18 @@
    Invert the values read from vertex weight.
 
 
-Weight from Colors
-^^^^^^^^^^^^^^^^^^
+Convert to UV
+-------------
 
+(To Do)
+
+
+Tissue Color Tools
+==================
+
+Convert to Weight
+-----------------
+
 Red Channel
    Add a vertex group derived to red channel of the active vertex color.
 Green Channel
@@ -104,21 +326,6 @@
    Invert the values read from vertex weight.
 
 
-Dual Mesh
----------
-
-*Dual Mesh* modifies the selected meshes creating dual meshes.
-Dual Mesh output is a polygonal mesh derived from the triangular mesh.
-Quadrangular meshes are automatically converted to triangular before.
-
-Quad Method
-   Methods for splitting the quads into triangles. (Inherited from the *Triangulate Faces* tool.)
-Polygon Method
-   Methods for splitting the polygons into triangles. (Inherited from the *Triangulate Faces* tool.)
-Preserve Borders
-   Prevent alteration of the open boundaries of the mesh.
-
-
 Example
 =======
 


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