FOR BLENDER 2.83+
USER MANUAL
for using DESIGN MAGIC
©2020 Altuit, Inc, All Rights reserved
Documentation written by Chipp Walters and Michael Semprevivo
V1.0
TOC
DESIGN MAGIC METASHAPE Blender addon
DM for Blender: Cable Terminator Exercise
DESIGN MAGIC Power Cell Exercise
Use the buttons to make your workflow easier
Combine simple objects rather than complex ones for better aesthetics
Use high number of faces in your base objects
Dial in your final settings early
Adding more METASHAPE Booleans requires you to reorder the modifier list
Embellish with DESIGN MAGIC INSERTS
Use KIT OPS Convert to Mesh button to apply all the modifiers at once
Use Add METASHAPE a second time to continue to smooth out your form
Use the Decimate modifier to reduce the face count for your mesh
Back up and save versions for each step
Soften corners if you’re seeing artifacts
When I add a DM-SOLID and then try to add any INSERT to it, it won’t work
Exact Booleans are failing me. What can I do?
Why when I add a + (union) INSERT do the bevels on my target object get all crazy?
NOTE: If saving to Dropbox or other file syncing folder, please TURN IT OFF when using DESIGN MAGIC.
IMPORTANT! You must have the latest version of KIT OPS 2 PRO installed in order to use DESIGN MAGIC. That said, DESIGN MAGIC can work with KIT OPS FREE, but you will not have the snapping features needed for accurate modeling.
To Install the DM METASHAPE addon:
* During installation, Blender unzips the file and places the contents in your addons folder (wherever that may be). The .zip file is the archive and you can store it wherever you want. The DESIGN MAGIC KPACKS are installed just like any other KPACKS. For information on how to install KPACKS, please see the KIT OPS documentation on Installing KPACKS. |
Many of you know my NITROX3D workflow, which focuses on using modifiers to create non-destructive models. And you also probably have heard me talking about the importance of iteration to successful design as well.
My goal is to model faster. Much faster, and also retain the iterative nature of non-destructive modeling. I call this “Speed Modeling” and I've created a great set of tools to help you quickly create your designs and then iterate new versions just as quickly.This Speed Modeling works with drag and drop ease and the precision of exact snapping to surfaces you want to edit. Here, let me show you..."
So, the goal of DESIGN MAGIC is to accelerate both the speed and iterations of your hard surface 3D designs. And it’s accomplished in the most simple of ways: Using our own KIT OPS addon.
I call this speed modeling. And I've created a great set of tools to help you quickly create your designs in a non-destructive parametric way, and then iterate new versions just as quickly. I call this DESIGN MAGIC and it works with drag and drop ease and the precision of exact snapping to surfaces you want to edit.
At its core, DESIGN
MAGIC
is a collection of over 100 smartly designed KIT OPS INSERTS which allow you to drag and drop and model directly on your objects. It works with KIT OPS PRO.
DESIGN MAGIC also has a utility addon called DM METASHAPE which helps you use DESIGN MAGIC INSERTS to create some fantastic organic hard surface models.
DESIGN MAGIC INSERTS are organized into smartly named groups so you can instantly find exactly the right tool for the task, be it a cutter, a union, a solid, a cable, an array or a design widget. And, it also comes with some other scene props, which we call our ARCH 2050 package.
But these INSERTS aren’t like other INSERTS. These are special. A lot of thought went into creating just the right sort of INSERTS that a hard surface modeler would want to use to create and detail a model.
KIT OPS is the pre-eminent kitbashing addon tool for Blender, with over 45000 users. It works with special .blend files, called INSERTS and allows you to drag and drop objects in your Blender scenes. And with KIT OPS, your INSERTS can even be boolean “cutters” or boolean unions as well. It’s very powerful stuff.
KIT OPS organizes INSERTS into folders, which are called KPACKS. Lots of people create both free and commercial KPACKS. So– DESIGN MAGIC is a collection of KPACKS, each with a number of INSERTS.
REMINDER: You should have the latest version of KIT OPS 2 PRO installed in order to use DESIGN MAGIC. While DESIGN MAGIC will work with KIT OPS FREE, you won’t be able to take advantage of the necessary snapping mechanisms needed for accurate modeling.
DESIGN MAGIC is targeted at customers who want to quickly model hard surface models in a non-destructive and iterative manner.
DESIGN MAGIC is perfect for creating accurate 3D printed models. Modifier driven non-destructive modeling works great for creating water-tight manifold objects and the results can be easily tweaked in an iterative fashion.
DESIGN MAGIC is not for those who need perfect quad modeling. The boolean nature of Blender modifier-based modeling does not work with quad model topology.
Ever since the NITROX3D course I created, showing the power of modeling non-destructively, I found myself doing many of the same things over and over. Since I already had worked on developing KIT OPS, I saw a natural fit between objects that are needed for non-destructive and iterative modeling, and a collection of KIT OPS KPACKS. So, months and months ago, I started converting my most used shapes into INSERTS. And, as the folders grew in number each filled with INSERTS, I realized that other people might also like to use this same workflow.
That’s how DESIGN MAGIC was created.
Perhaps the best way for most to learn DESIGN MAGIC is by watching videos. Below are most of the starting videos. We will add more.
DM Overview video | |
Installing DMPLEASE NOTE the dm-metashape-V1.0.zip addon is now called "design_magic-V1.0.2.zip" So that's the addon you'll need to install in prefs. If you have the old version installed, please UNINSTALL it. | |
DM Manual: #1 The BasicsCheck the Table of Contents for more info. | |
DM Manual #2: KPACKS OverviewCheck the Table of Contents for more info. | |
DM Manual #3: DM-Solids KPACK | |
DM Manual #4: DM- and DM+ | |
DM Manual: Cables for Blender | |
DESIGN MAGIC METASHAPE Blender addon | |
DM for Blender: Cable Terminator Exercise | |
DESIGN MAGIC Power Cell Exercise | |
METASHAPE Tips and Techniques |
For information on how to use the METASHAPE addon, please see this video. | |
METASHAPE Tips and Techniques |
DM METASHAPE can be found on the ‘N’ panel and is identified with a tab with the 2 letters: “DM.”
First, let’s understand the overall effect of METASHAPE.
Consider these two separate cube objects. No. 1 is Boolean Unioned to No. 2. | |
Now, notice the effect when No. 2 has METASHAPE applied. Both objects are not “smoothed” much like metaballs. | |
No. 1 can be selected, and scaled and moved and even edited, and it will still combine in a smooth way with No. 2 | |
New objects can be added. Here is a cylinder added and it can be booleaned and inserted before the Remesh and Smooth modifiers. | |
And here is the result. |
Now, let’s understand how METASHAPEworks
METASHAPE works by applying the REMESH and SMOOTH modifiers with specific settings. It is typically applied after objects have already been booleaned together. You only need to apply the METASHAPE to the one object. Do not apply to all the children objects. It works with Boolean Unions, Differences and Intersections. Depending on your Blender settings, the Booleans you apply may either be FAST or EXACT. Obviously the FAST Booleans will perform better, but sometimes the EXACT Booleans must be used– depending upon the integrity of the resulting mesh. At anytime, you can switch ALL the Boolean modifiers for a selected object to either FAST or EXACT by pressing button #1. To automatically add the Remesh and Smooth modifiers, with the default settings, select the target object and press the Add METASHAPE button. | |
Once an object has METASHAPE applied, the interface will change.
|
It’s always best to add and subtract boolean objects with METASHAPE visibility turned off. Also, you might want to also set Booleans to Fast as well.
Keep the base objects simple. This will create more aesthetically pleasing forms. Also, use a minimum of objects along with symmetry to help the design.
If you have curved surfaces in a base object, like a cylinder or bevels, use a very high number of faces to help the remesher understand exactly the surface you are trying to create. Remember, when the remesher is added, the previous faces are only used as a template and do not count in the final number of faces for the remeshed object.
Create your base form first, then adjust parameters until you have the smoothness and shape you desire. You may need to go as high as 0.01 Voxel Size and adjust smoothness to get your shape right. Don’t worry about the number of faces at this time. Once you see that you have created a “final” shape, then use the Less button to back it off and work with that setting until you are at the end of your design and ready to convert it to mesh– then go back to the original (higher) settings.
Remember, any Boolean objects you add after you have applied METASHAPE will be added at the bottom of the modifier list. If you want them to be part of the METASHAPE, drag them to before the Remesh modifier.
Use DM KPACKS to add parting lines, switches, displays, cables, hard cutters and more to provide a nice contrast to the soft organics of your intended shape. Do all of this with METASHAPE visibility turned off, and turn it on only to check. Also, setting Booleans to Fast will help immensely. Remember these modifiers are added after the Smooth modifier in the modifier list, so typically you don’t have to do anything.
Once you’ve finished your object, you can turn on METASHAPE visibility, and adjust the settings to the high level you used before. Then, consider turning on Boolean Exact mode if you see any imperfections or artifacts. It can’t hurt (but can take a lot of time!).
Once everything is in place, use the Convert to Mesh button on KIT OPS to “bake” all the modifiers into one solid mesh. Be prepared, this can take minutes for a large model. Then use the Remove Unused Wires INSERTS button to clean up the remnants of the INSERTS.
Applying the first then adding a second METASHAPE can continue to smooth out your form. Remember it doesn’t matter the number of faces on your first METASHAPE, it will “start all over'' and continue to refine your form.
You can use a Decimate modifier to make the number of faces manageable for your mesh. Try setting it to Planar and 1.5 degrees and see if it doesn’t work for you. This will take some time, so you’ll want to go ahead and use the KIT OPS Convert to Mesh button when you are through. (Remember to back up!)
It’s always a good idea to continually back up your file as you work. I recommend the free add-on PowerSave available at Gumroad. Even though it’s free, it might be good to pay the developer a buck or two as you’ll find it’s an invaluable tool and probably the addon you use most often.
Many times adding a bevel on hard edges can help when you’re trying to dial in the smoothness.
There are quite a number of KPACKS (folders) of INSERTS (special .blend files) that are included with DESIGN MAGIC.
So, at the most basic level, each INSERT provides a way to modify the design of the object you are working on. It doesn’t matter if you’re working on a small product, or a large building, they all work together to help you build your object.
One thing to note, DESIGN MAGIC makes extensive use of modifiers. Because DESIGN MAGIC employs non-destructive modeling techniques, it’s important to understand how modifiers work. There will be some explanation in the DESIGN MAGIC tutorials, but it is expected you have a working knowledge of how to basically use modifiers. I have a great course that teaches about modifiers and how to use them to non-destructively model called NITROX3D. You can find it on Blender Market and on Gumroad.
While there are many KPACKS included in DM, you’ll find there are 3 basic ones you’ll use the most: DM-Solids, DM- and DM+.
DM-Solids consists of base elements you may want to start your modeling with. Of course you can use DM with any existing object, but if you’re starting from scratch, the DM-Solids has some nice base shapes to get you going.
DM- and DM+ is probably the KPACKS you’ll use most of the time and you’ll want to make sure and place these in your KIT OPS PRO faves button collection. DM- is a collection of smartly designed Boolean cutters which will subtract from whatever object they are added to. And conversely, DM+ INSERTS will Boolean union to target objects.
It is important to note about most DM INSERTS: They all are easily customized from within their modifier panel.
For example, consider the cylinders in the DM-Solids, DM- and DM+ KPACKS. After you insert most any of them, you can quickly use the modifiers to adjust the number of sides, from 3 to 1003! It’s just as simple as dragging a slider. You can also press a button and instantly have a variety of bevels added to your DM shape.
Even so, we provide a bunch of variations so you don’t have to do much with modifiers, and instead can just pick and choose what you like. Once added the objects can be scaled, rotated, duplicated, and even edited.
Here is a list of the KPACKS currently included in DESIGN MAGIC and notes about each INSERT.
As mentioned previously, this is the starting point for many of your models. These shapes have already been adjusted to aesthetically pleasing dimensions including modifier properties. Many of the rectilinear shapes are based on the golden rectangle, and each shape has myriad options for parametrically setting it’s form through modifiers and vertex/edge weights.
IMPORTANT! If you use one of these as a base object, be sure and press the Remove KIT OPS props button so that other INSERTS may be applied. This is because KIT OPS will not apply an INSERT to another INSERT. |
Shown below is the default shape thumbnail, the “zero modifier” shape and the fully “modified” shape of the INSERT. Note that the modified version can easily be changed. | |
NOTE: Some “default shape thumbnails” are shown as wireframes as this example shows. This is to help the user identify the shape as a fully rendered shape may be too similar to other shapes. | |
Basic Shapes.cubeInserts a basic cube. Config Modifiers: Bevel toggles side fillets Bevel toggles and adjusts top/bottom bevel |
.cylxInserts a cylinder. Modifiers: Bevel sets the number of segments for the cylinder Solidify sets the depth of the cylinder Bevel toggles and adjusts top/bottom bevel |
.cyl-halfInserts a half cylinder. Config Modifiers: Bevel sets the number of segments for the cylinder |
.face-solidAdds a solid based on a single face with verts that can be easily edited. Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Solidify adjusts the distance the face is extruded Bevel toggles and adjusts top/bottom bevel |
.screw-modifier-48Adds a lathed solid based on a single polyline with verts that can be easily edited. Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Screw adjusts the angle and the steps for the revolve |
.sphereAdds a quad based sphere with configurable resolution. Config Modifiers: Bevel adjusts the number of faces in the sphere |
.sphere-halfAdds a half sphere with custom resolution. Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Solidify adjusts the distance the face is extruded Bevel toggles and adjusts top/bottom bevel |
Rectangular ShapesBelow are all basically the same, but with different modifier settings. So, we’ll target one of them and explain it. box-01Adds a solid based on a single face that can be easily edited. Config Modifiers: Bevel adjusts the size and number of segments for weighted edges Bevel adjusts the bevel for weighted edges again Bevel toggles and adjusts top/bottom bevel |
Basically, these same modifiers affect the following INSERTS: | ||||
ground and panelInserts a rectangular ground with no modifiers, but sets the top of it at Z=0 (just like a ground plane). Panel is a golden rectangle and is good for designing floor panels. Config Modifiers: None |
panel-mirrorXYInserts a golden rectangular ground object like panel and sets the top of it at Z=0 (just like a ground plane). This has a user configurable bisecting mirror modifier which means you can modify it in one corner and the result will mirror in the other 3 quadrants. This is good for designing floor panels. Config Modifiers for panel-mirrorXY: Mirror set to X and Y. If you use this, you may want to set KIT OPS to automatically sort the mirror modifier (in KIT OPS Prefs) so that any modifications you make will automatically be mirrored. |
vertex-path-01Inserts a solid path object based on a polyline and vertex weights Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Screw adjusts the overall width of the path Solidify adjusts the depth of the path |
vertex-extrudeInserts a solid face object based on a polyline and vertex weights Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Solidify adjusts the depth of the path Bevel adjusts the size and number of segments for bevels |
This KPACK has only boolean subtraction INSERTS (called “cutters”). Like many of the other KPACKS, the most often used ones are on the top row. For the basic ones, like the cube and cylinder shapes, the modifier list is similar to the DM-Solids KPACK, so there is no need to review them.
The below INSERTS have already been explained for the most part in the DM-Solids section. (The slice versions are explained below).
Shown below are some of the more unique cutters and how to modify them.
cube-slicedINSERTS with the name “sliced” included are set up to cut a thin parting line or “slice” in the target object. Of note in these INSERTS is a Solidify modifier which you can use to adjust the slice thickness. Config Modifiers: Bevel adjusts the size and number of segments for weighted edges Solidify adjusts the width of the slice. |
bevel-creatorThis INSERT is great at creating boolean bevels on objects that otherwise cannot be easily bevelled. It is customizable on both the bevel size, number of segments and depth. Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Solidify adjusts the depth of the bevel. |
chamfer-basicThis INSERT creates a chamfer on any edge with configurable fillet. You can manipulate the size of the bevel by scaling the object or moving it perpendicular to the edge. You can edit it directly to provide more customization. Config Modifiers: Bevel adjusts the size and number of segments for weighted edges on the longitudinal axis. |
chamfer-slopeThis INSERT creates a slope cut on any edge and has a configurable fillet. You can manipulate the size of the bevel by scaling the object or moving it perpendicular to the edge. You can edit it directly to provide more customization. Config Modifiers: Bevel toggles and adjusts the size and number of segments for weighted edges. |
Custom-sided CylindersThese are basic cylinders which have a specified number of edges which are not configurable. If you want configurable, use the -.cylinder INSERT. Sometimes, for cutters, you know you want either a lower or higher number of edges per cylinder and these INSERTS allow for just that. These insert with a chamfer applied. It can be turned off in the Bevel modifier. These include: -cyl-06, -cyl-08, -cyl-12, -cyl-16, -cyl-24, -cyl-32, -cyl-48, and -cyl-64. Important: These INSERTS have a flipped face and as such should be used Config Modifiers: Bevel toggles and adjusts the size and number of segments for top and bottom edges. | |||
edge-cutterInserts a cutter face object based on a polyline and vertex weights Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Solidify adjusts the depth of the path Bevel adjusts the size and number of segments for bevels |
edge-cutter-sliceInserts a cutter face object based on a polyline and vertex weights Config Modifiers: Bevel adjusts the size and number of segments for weighted vertices Solidify adjusts the depth of the path Bevel adjusts the size and number of segments for bevels Solidify adjusts the thickness of the cutter |
This KPACK can create some very interesting items, namely cables and pipes. There are a number of different ways these can be created, but they all rely on editing individual vertices of a polyline object. DESIGN MAGIC does not use curves as they are more difficult for many to edit and “get right.”
The basic workflow is expanded by extruding the last vertex of a polyline in the direction you wish your cable to go. You can also move existing vertices (move tool) and create new vertices between selected vertices by right-clicking and selecting subdivide while in Edit mode.
For more information on how to use both the straight cables and pipes and the dynamics ones with physics, please see this video. |
That’s because you must FIRST press the Remove KIT OPS props button. KIT OPS won’t add an INSERT to another INSERT. This is actually a feature as you can add INSERTS to the target object even when an INSERT is selected because.. IF an INSERT is selected, then KIT OPS will try to add to the Target of that INSERT.
I have never found EXACT to fail me when executed properly. Because of KIT OPS SYNTH generating literally thousands and tens of thousands test cases, in each one where a Boolean failed, it was because of my mesh topology, and not the EXACT boolean setting.
If the target of the boolean has poor topology, and isn't manifold, or has any flipped faces, double verts, crossed edges, etc.. EXACT will fail (even though sometimes FAST will not).
If there is a Boolean modifier somewhere above (or below) the Exact modifier that creates a non-manifold object, EXACT will fail. Same is true if you have a bad bevel modifier or other modifier that screws up the mesh.
I must've sent Howard (the developer of the wonderful Blender Booleans) a half-dozen examples showing where his booleans failed, and in each case, he was able to "correct" them (and me) with regard to the topology.
To troubleshoot, use the modifier tools to turn off all modifiers for your object, and then from the top, enable them one-by-one and you’ll see where it fails. Just examine the cutter (or the target) for that modifier and see where something is not correct.
Make sure and set up your sort modifiers correctly in KIT OPS Prefs. Chances are you’re telling KIT OPS to automatically sort the bevels of your target object. Here’s how I suggest it. Only sort the Weighted Normal Modifier! |