[Bf-docboard-svn] bf-manual: [9146] branches/blender-3.1-release/blender_docs/manual: Tissue documentation update

Alessandro Zomparelli noreply at blender.org
Wed Mar 23 23:53:43 CET 2022


Revision: 9146
          https://developer.blender.org/rBM9146
Author:   alessandrozompa
Date:     2022-03-23 23:53:40 +0100 (Wed, 23 Mar 2022)
Log Message:
-----------
Tissue documentation update

Modified Paths:
--------------
    branches/blender-3.1-release/blender_docs/manual/addons/mesh/tissue.rst
    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-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	2022-03-23 18:30:37 UTC (rev 9145)
+++ branches/blender-3.1-release/blender_docs/manual/addons/mesh/tissue.rst	2022-03-23 22:53:40 UTC (rev 9146)
@@ -3,15 +3,15 @@
 Tissue
 ******
 
+
 .. 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:
+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)
+- :ref:`Tissue Tools <tissue tools>` (visible in Edit Mode and Object Mode)
+- :ref:`Tissue Weight Tools <tissue weight tools>`  (visible in Weight Paint Mode)
+- :ref:`Tissue Color Tools <tissue color tools>`  (visible in Vertex Weight Mode)
 
 
 Activation
@@ -20,18 +20,21 @@
 - Open Blender and go to Preferences then the Add-ons tab.
 - Click Mesh then Tissue to enable the script.
 
+.. _tissue tools:
 
 Tissue Tools
 ============
 
+.. figure:: /images/addons_mesh_tissue_tissue-tools.jpg
+
 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.
+*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
 ----------
 
@@ -43,9 +46,10 @@
 
 .. figure:: /images/addons_mesh_tissue_tessellate-operator.jpg
 
-Later it will be possible to change them, together with more advanced settings
-from the *Object Data Panel* of the generated object.
+Later it will be possible to change them, together with more advanced settings from the *Object Data Panel* of the generated object.
 
+.. figure:: /images/addons_mesh_tissue_tessellate-panel.jpg
+
 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
@@ -54,6 +58,8 @@
 Fill Mode
   Tessellation strategy used to map the Component's coordinates on the Base's faces.
 
+  .. figure:: /images/addons_mesh_tissue_tessellate-fill-modes.jpg
+
   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
@@ -61,18 +67,30 @@
   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.
+
+    .. figure:: /images/addons_mesh_tissue_tessellate-quad-mode.jpg
+
   Fan
     This option will split every face of the Base object in triangles connecting each side of the face
     to its center.
+
+    .. figure:: /images/addons_mesh_tissue_tessellate-fan-mode.jpg
+
   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.
+
+    .. figure:: /images/addons_mesh_tissue_tessellate-patch-mode.jpg
+
   Frame
     Similarly to an Inset Face operator, this option will allow to apply the components along
     offset faces of a given Thickness.
 
+    .. figure:: /images/addons_mesh_tissue_tessellate-frame-mode.jpg
+
+
 Merge
   Automatically merge together all the generated components.
 
@@ -80,6 +98,22 @@
   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.
 
+Components
+  Three different method can be used to assign the components.
+
+  Object
+    Repeat the same object on all the target faces.
+
+  Collection
+    Assign the objects contained in a given Collection.
+    The components can be assigned either randomly or according to a Vertex Group.
+
+  Materials
+    Assign the components according to the name of the materials assigned to each face.
+    If for a given material, there is no an object with the same name, then the face is not used.
+
+    Watch the `Tutorial <https://youtu.be/2Wcu9E0EGEM>`__ (it is based on an old version of Tissue, the procedure is slightly different now)
+
 Thickness
   Scale Mode
     Constant
@@ -86,13 +120,80 @@
       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.
+      This will produce components with an aspect ration similar to the original Component
+      object.
     Scale
-      Control the scaling factor of the components' Thickness.
+      control the scaling factor of the components' Thickness
     Offset
       Allows to control the alignment of the components in relation to the Base object surface.
 
+Components Coordinates
+  Strategy used to determine the component's domain for mapping it on the target faces.
 
+  .. figure:: /images/addons_mesh_tissue_tessellate-component-coordinates.jpg
+
+  Bounds (Default)
+    Automatically defines the domain according the *Bounding Box* of the component object.
+
+  Local
+    Defines the domain according to the local coordinates of the component object.
+    The face domain is considered from 0 to 1 in both Local X and Local Y directions.
+    This method allows a customization of the mapping strategies, maintaining the result independent
+    from Location/Rotation/Scale of the component object.
+
+  Global
+    Similar to Local, but based on the Global coordinates of the component. This allows to easily
+    produce animations changing the Location/Rotation/Scale of the component.
+
+    Watch the `Tutorial <https://youtu.be/PRIcB1Q-gK4>`__
+
+  Extend (Local and Global coordinates)
+    Extend the domain of the components with a domain bigger than 0-1.
+
+  Clip (Local and Global coordinates)
+    Truncate the component according to the domain 0-1.
+
+  Cyclic (Local and Global coordinates)
+    Cut and move to the other side the parts of the component that exceed the domain 0-1.
+
+    .. figure:: /images/addons_mesh_tissue_tessellate-bounds-cyclic.jpg
+
+
+Weight and Morphing
+  Combine the Vertex Groups of the base object with the Shape Keys from the component, in order to generate morphing components.
+
+  .. figure:: /images/addons_mesh_tissue_tessellate-weight-and-morphing.jpg
+
+  Map Vertex Groups
+    Remap each Vertex Group from the base mesh to the generated geometry
+
+  Use Shape Keys
+    Transfer the Shape Keys from the component object to the generated object.
+    If the name of the base's vertex groups and the Shape Keys match, then they
+    will be automatically assigned in order to control their morphing behavior.
+
+    Watch the `Tutorial <https://youtu.be/2Wcu9E0EGEM>`__
+
+Iterations
+  Automatically repeat the tessellation using as base the result of the previous iteration.
+
+  .. figure:: /images/addons_mesh_tissue_tessellate-iterations.jpg
+
+  Repeat
+    Number of iterations.
+
+  Combine iterations
+    Combine the resulting tessellation with part or all of the previous iteration:
+
+      Last
+        Ignore the previous iterations.
+
+      Unused
+        Combine the tessellation with the faces of the previous iteration that are not generating components.
+
+      All
+        Combine the tessellation with all the faces from the previous iteration.
+
 Dual Mesh
 ---------
 
@@ -109,44 +210,43 @@
 Preserve Borders
    Prevent alteration of the open boundaries of the mesh.
 
-
 Convert to Curve
 ----------------
 
+Generate a Curve object from the *Loops*, *Edges* or *Particles* of the active object.
+
+.. figure:: /images/addons_mesh_tissue_convert-to-curve-example.jpg
+
 (To Do)
 
-
 Refresh
 -------
 
-The options for the *Update* tool are the same of *Tessellate*.
-Furthermore, it allows to change Generator object and Component object.
+Update the active object according to the changes in the base geometries.
+This operator works on the objects generated through *Tessellate* and *Convert to Curve*.
 
-
 Rotate Faces
 ------------
 
-(To Do)
+Rotate the indexes of the selected faces (in Edit-Mode). This allows to control the rotation of the components
+of Tessellated objects, when using *Default* rotation.
+Once the operator is executed, then the interested Tessellated objects are automatically refreshed.
 
-
 Convert to Dual Mesh
 --------------------
 
-(To Do)
+Destructive version of the Dual-Mesh operator. This directly convert the active object to its Dual-Mesh.
 
-
 Polyhedra Wireframe
 -------------------
 
 (To Do)
 
-
 Lattice Along Surface
 ---------------------
 
 (To Do)
 
-
 UV to Mesh
 ----------
 
@@ -158,15 +258,14 @@
 Random Materials
 ----------------
 
-(To Do)
+Assign random materials to the face's of the active mesh object.
 
-
 Weight to Materials
 -------------------
 
-(To Do)
+Distribute existing materials according to the weight of the active vertex group.
+It is also possible to automatically create new materials.
 
-
 Tissue Render Animation
 -----------------------
 
@@ -173,9 +272,13 @@
 (To Do)
 
 
+.. _tissue weight tools:
+
 Tissue Weight Tools
 ===================
 
+.. figure:: /images/addons_mesh_tissue_weight-tools.jpg
+
 Area
 ----
 
@@ -195,24 +298,23 @@
 Weight Distance
 ---------------
 
-(To Do)
+Generate a vertex group according to the distance from the selected vertices.

@@ Diff output truncated at 10240 characters. @@


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