alessandro-zomparelli / tissue Goto Github PK
View Code? Open in Web Editor NEWTissue - Blender's add-on for computational design
Tissue - Blender's add-on for computational design
Click to install, either version 0.3.25 (came with Blender) or 0.3.31 (downloaded zip) and getting a 'failed to import multiarray from numpy.core' message.
:~$ cat /etc/os-release
NAME="GalliumOS"
VERSION="3.0 (Bismuth)"
ID=galliumos
ID_LIKE="ubuntu debian"
PRETTY_NAME="GalliumOS 3.0"
VERSION_ID="3.0"
HOME_URL="https://galliumos.org/"
SUPPORT_URL="https://galliumos.org/"
BUG_REPORT_URL="https://https://github.com/GalliumOS/galliumos-distro/issues"
VERSION_CODENAME=bismuth
UBUNTU_CODENAME=bionic
Blender 2.82 (sub 1) System Information
version: 2.82 (sub 1), branch: Unknown, commit date: Unknown Unknown, hash: Unknown, type: Unknown
build date: Unknown, Unknown
platform: Unknown
binary path: '/usr/lib/blender/blender'
build cflags: Unknown
build cxxflags: Unknown
build linkflags: Unknown
build system: Unknown
version: 3.7.3 (default, Apr 3 2019, 19:16:38)
[GCC 8.0.1 20180414 (experimental) [trunk revision 259383]]
paths:
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'/usr/share/blender/2.82/scripts/freestyle/modules'
'/usr/share/blender/2.82/scripts/addons/modules'
'/home/kester/.config/blender/2.82/scripts/addons/modules'
'/usr/share/blender/2.82/scripts/addons'
'/usr/share/blender/2.82/scripts/addons_contrib'
binary path: '/usr/bin/python'
version:
scripts:
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'/usr/share/blender/2.82/scripts'
'/home/kester/.config/blender/2.82/scripts'
user scripts: '/home/kester/.config/blender/2.82/scripts'
pref scripts: None
datafiles: '/home/kester/.config/blender/2.82/datafiles/'
config: '/home/kester/.config/blender/2.82/config/'
scripts : '/home/kester/.config/blender/2.82/scripts/'
autosave: '/home/kester/.config/blender/2.82/autosave/'
tempdir: '/tmp/blender_4B9AbO/'
avcodec: '57, 107, 100'
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avutil: '55, 78, 100'
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Loading method: dynamically loaded by Blender (WITH_SDL_DYNLOAD=ON)
OpenColorIO: 1, 1, 0
OpenImageIO: 1, 8, 15
OpenShadingLanguage: 1, 9, 9
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OpenVDB: 5, 0, 0
Alembic: 1, 7, 8
renderer: 'Mesa DRI Intel(R) HD Graphics 5500 (Broadwell GT2) '
vendor: 'Intel Open Source Technology Center'
version: '4.5 (Core Profile) Mesa 19.0.8'
extensions:
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GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
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GL_EXT_texture_sRGB
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GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
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GL_IBM_multimode_draw_arrays
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GL_KHR_blend_equation_advanced
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Maximum DrawElements Vertices: 3000
Maximum DrawElements Indices: 3000
GLSL:
Maximum Varying Floats: 128
Maximum Vertex Attributes: 16
Maximum Vertex Uniform Components: 16384
Maximum Fragment Uniform Components: 16384
Maximum Vertex Image Units: 32
Maximum Fragment Image Units: 32
Maximum Pipeline Image Units: 192
CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2
io_anim_bvh (version: (1, 0, 0), path: /usr/share/blender/2.82/scripts/addons/io_anim_bvh/init.py)
io_curve_svg (version: (), path: /usr/share/blender/2.82/scripts/addons/io_curve_svg/init.py)
io_mesh_ply (version: (1, 1, 0), path: /usr/share/blender/2.82/scripts/addons/io_mesh_ply/init.py)
io_mesh_stl (version: (1, 1, 3), path: /usr/share/blender/2.82/scripts/addons/io_mesh_stl/init.py)
io_mesh_uv_layout (version: (1, 1, 1), path: /usr/share/blender/2.82/scripts/addons/io_mesh_uv_layout/init.py)
io_scene_fbx (version: (4, 20, 1), path: /usr/share/blender/2.82/scripts/addons/io_scene_fbx/init.py)
io_scene_gltf2 (version: (1, 0, 10), path: /usr/share/blender/2.82/scripts/addons/io_scene_gltf2/init.py)
io_scene_obj (version: (3, 7, 0), path: /usr/share/blender/2.82/scripts/addons/io_scene_obj/init.py)
io_scene_x3d (version: (2, 2, 5), path: /usr/share/blender/2.82/scripts/addons/io_scene_x3d/init.py)
cycles (version: (), path: /usr/share/blender/2.82/scripts/addons/cycles/init.py)
This is not really a bug issue so I'm not sure if it's ok to ask about this here.
I'm using Tessalate. I've created a component mesh similar to one you used in one of your videos. My base mesh is a logo that I drew and then modeled. When I tessalate the component to the base mesh, some pieces end up turning in different directions. Is there any advice you can give on how to correct this?
I've attached a screen shot. I hope this helps.
Thanks for a great add-on!
Hi I get the following stack
Read prefs: /home/kai/.config/blender/2.80/config/userpref.blend
found bundled python: /home/kai/Apps/blender/2.80/python
Traceback (most recent call last):
File "/home/kai/.config/blender/2.80/scripts/addons/tissue-b280-dev/tessellate_numpy.py", line 2378, in execute
auto_layer_collection()
File "/home/kai/.config/blender/2.80/scripts/addons/tissue-b280-dev/tessellate_numpy.py", line 67, in auto_layer_collection
if layer.hide_viewport or layer.collection.hide_viewport:
AttributeError: 'LayerCollection' object has no attribute 'hide_viewport'
location: :-1
location: :-1
If I delete 'layer.hide_viewport or ' in line 67 in tessellate_numpy.py it works. I don't now the side effect though.
Select two objects, exactly as you show in your presentation. But no tissue menu options appear - they are hidden behind the pull back thing on the edge of the viewport.
Hi Allessandro, i think i found a bug.
I have a mesh and a mesh wire. The result looks right but there is a quadratic structure in the tesselated mesh:
Here is the blend:
Tissue Bug.blend.zip
Hi,
thank you for the great work you did with that tissue add-on.
Currently I'm running into this issue.
I'm working on data, that came from CAD models. In order to have them in correct dimensions (necessary for physics based renderings - in my case optics) I've to use Blender's unit capabilities. Usually they are set to pre-defined "Millimeters".
In that case there seems to be some trouble with the tessaltion option in this add-on.
Results look totally destroyed.
Please have look into that. Thanks a lot.
Add an option in order to set the offset of the components according to the origin of the object.
Currently in order to do that, Local coordinates must be used, but this may be more complex for some users.
Hi, I'm having a lot of fun with your plugin, thank you so much for sharing this amazing project with all of us!
I'm wondering what is the purpose of g-code exporter in dev branch?
Because normal workflow for milling would be to export stl to some CAD/CAM package (e.g. Fusion 360 or Powermill) for setting toolpaths for 3D/4D/5D/6D milling.
In the case of 3D printing normal workflow would be to export file to Prusa Slicer (e.g. for Prusa printer) to fine-tune printing process there. Because, you know, "right tool for the right job"...
Or maybe I totally missed some special functionality of g-code exporter? Please let me know!
Speaking of import/export capabilities I would to suggest some text format (e.g. json) to export tessalation data. That way users of your plugin would easily exchange "tissues" among themselves, apply them to different objects or build templates for tessalations. For the ispiration I'm attaching video of such capability in latest version of BY-GEN plugin, which is also great plugin for generative modelling. Just my 0.2 $
I did installation like it is write. It work but when I tried to tessellate an object it was giving me an error so I uninstalled it and tried to reinstall it but now I can't reinstall it. I even deleted the version that comes with blender and reinstalling still did not work. I'm wondering if you can add an update button straight into the default app.
it's a bug or I missing some option to set? when I render it to images or animation, the animatable option become uncheck , and rendered frames are all the same frame.
I just noticed the notes of animatable option. sorry.
Allow to use Bisect in U and V according to Local/Global coordinates.
Options:
. "Keep open" / "Cap" / "Mark Seams"
. "Remove" / "Repeat-Loop"
Maybe different options for U and V is better.
Some informations are not correctly transferred from the original component:
Hi,
I'm very interested to try Tissue, but Blender 2.8's API had just changed again, causing many add-ons not to work anymore, including Tissue.
Many thanks in advance for fixing it.
Kind regards,
Metin
. Error when zero Frame Thickness
. Material offset for Fill and Bounds not working
. Material offset should be visible even if not using Multicomponents, but disabled
Error creating Patch Tessellation, if the active layer is hidden, it's not possible to join them.
Transfer UV map from base object.
Should be optional because can slow down the tessellation.
Find a way to control direction and depth variation of the tessellation using two or more surfaces.
Possible idea: use shape keys on the base mesh.
I am getting this weird error:
Collecting numba
Could not install packages due to an EnvironmentError: Could not find a suitable TLS CA certificate bundle, invalid path: /var/folders/r3/13y_zxhn0557ftnbz9xrt7x00000gn/T/tmpirxrgymy/pip-10.0.1-py2.py3-none-any.whl/pip/_vendor/certifi/cacert.pem
And when running Reaction Diffusion, it feels like it's doing nothing, or too slow.
If running Reaction-Diffusion, realtime painting cases crash on Blender 2.80
Errors with floating points, wrong topology or wrong modifiers.
After rotating a face, the assigned material is lost
I want a gradient effect that goes from unstable to stable F or K values, but the UI won't let me enter negative numbers. Please consider the manual entry of "unsafe" parameters.
I'm opening this issue in order to collect in one place feedbacks about UI and usability.
Adding so many options to the Tessellation allows to cover many different cases, but at the same time it can make difficult to orient in all such settings.
If you have any comment that can help to improve the usability of the tools keeping them technically correct they are welcome.
Tessellate Patch doesn't support Shape Keys
" https://www.youtube.com/watch?v=pVNYyJeLGZI&t=30s " skip to time 16:18 that is the feature im talking about
With version 3.31 on linux and blender 2.80 (but behaviour is the same on former versions of tissue) the speed of the reaction diffusion depends of the total number of vertices of the scene, not of the mesh, even in local view or with all the other objects hidden.
It installed in the folder, but can't find it in addons.
Removed 3.5 one, installed this one, but not there.
Tried 2 other addons, and they install and show okay.
I'm continuously getting an error saying "name'module_filesystem_remove' is not defined"
please help me with this
After the creation of the lattice, parameters changes cause wrong object scale.
Trying to run the latest tissue (0.3.32) on the latest blender 2.81 (version: 2.81 (sub 3), branch: master, commit date: 2019-08-28 03:44, hash: rBf88022b96f3a
)
Traceback (most recent call last): File "C:\Users\dimitar\Downloads\blender-2.81.0-git.f88022b96f3a-windows64\2.81\scripts\modules\addon_utils.py", line 351, in enable mod = __import__(module_name) ModuleNotFoundError: No module named 'tissue'
The shipped version of tissue (0.3.25) loads and runs without a problem
Hi @alessandro-zomparelli , I've tried edge version of Tissue addon on blender 2.8 but I really don't know how to use this because there is no buttons added to the blender tools icons. It is supposed to add it to the blender tool bar ?
thanks
Hi, first of all huge thank you for this amazing plugin, I'm having a lot of fun with it.
I would like to suggest some small UI change, which would help first time users and add to UI consistency, I think. Tessallate button actually opens tessallation properties popup window. From the first time user perspective it is like: "Ok, if I click this button, it will tessallate, but where can I set tessallation properties first?"
Common practice is that buttons have names of what they do if it is possible.
I would suggest that you change the name of the button to Tessellation Settings or something like this, which would make UI more self-explanatory. And then on the popup, on the end it is OK button. OK what? OK to save settings somewhere, or OK to tessalate? I would change OK button name to "Tessallate" or "OK, Tessalate" or "Tessalate Now" or something like this.
Beside these small and minor UI inconsistencies, for me this is one of the most genious blender plugins. Congrats!
Would it be possible to add a license file, to make it clearer what the license is?
I'm adding the project to this list :)
https://wiki.osarch.org/index.php?title=AEC_Free_Software_directory
Hi.
I would like to know if there is a way to control the component thickness by using vertex group values (weights).
Vertex value 1 = 100 % scaling
Vertex value 0.5 = 50 % scaling
Vertex value 0 = 0 % scaling
Or is there another way for a dynamic thickness?
Thank you!
The order of the edges is different, for that reason is necessary to derive the correct indices from the faces.
Using Blender 2.78 on a Mac after activating the plugin the tissue tools appear in the tools tab but there is no tissue tab for tesselate.
The scaling factor shouldn't be based on component bounding box, but on a square 1x1 in local and scale.x * scale.y in local mode.
Hi,
I'm on blender 2.8 hash: rB12da679fa094
Tried to use the UV to Mesh option, but I got this error.
Traceback (most recent call last):
File "C:\Users***\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\tissue-b280-dev\uv_to_mesh.py", line 88, in execute
me0 = ob0.to_mesh(bpy.context.depsgraph, apply_modifiers=self.apply_modifiers)
AttributeError: 'Context' object has no attribute 'depsgraph'
location: :-1
thank you
Max
Hi Alessandro, I tried installing Numba and wondering if there is a way to turn this on and off or indicator whether Numba is properly installed and now the speed is like 100x faster for RD, etc?
Hi Alessandro, I'm trying to make a dual mesh out of a basic sculpted mesh, just as in this tutorial:
https://www.youtube.com/watch?v=Zo2phSY4hrE
at minute 4:10
but somehow it doesn't work and the console gives me this error:
KeyError: 'bpy_prop_collection[key]: key "DualMesh_QUAD_Component" not found'
Do you know by chance the reason why?
Thanks a lot
Matteo
Open Blender
Enable Addon
with default cube, hit 'curvature'
bpy_prop_array object has no attribute 'r'
line 325 in color_groups_exchanger.py
Zero faces created
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