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Hello guys,

can anyone give me a quick heads up on how to create this kind of warped facade? Need this for an architectural visualization as in the pictures above.

Thanks a lot!!

Niklas

EDIT: I just want to let everyone know how this community continues to amaze me every time I have a question with the offered amount of kindness and quick support!

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  • $\begingroup$ One approach might be to develop a shaped gradient texture in GIMP or Photoshop and then use the Displace modifier to turn that into additional depth. $\endgroup$ – DocBadwrench Sep 15 '20 at 14:17
  • $\begingroup$ It looks like you're getting some great responses. Don't forget to tick the one that best answers your question as The Answer (click the check mark left of the post, below the up/down arrows). $\endgroup$ – BruceWayne Sep 16 '20 at 19:23
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A procedural approach would be to scale a cube into single plank and give it an array modifier.

Array

Next add a cube (or anything) and give it an Ocean modifier and a Solidify modifier. Ocean can be modified as you wish and even animated. Resolution doesn't need to be high but you can do as you wish.

Ocean

Give the original cube a Boolean modifier with difference from the ocean. Everything is still easily modified at this point.

Result

Result2

Result3

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  • $\begingroup$ Thanks a lot, you made my day!! $\endgroup$ – Niklas Sep 15 '20 at 14:46
  • $\begingroup$ You are welcome. Good luck with your visualization! $\endgroup$ – Joonas Sep 15 '20 at 14:52
  • $\begingroup$ Had something similar in mind... with shrinkwrap project instead of boolean diff. $\endgroup$ – batFINGER Sep 15 '20 at 16:01
  • $\begingroup$ BatFINGER please share your answer. It's quite interesting to see how other people approach the same problem. $\endgroup$ – Joonas Sep 15 '20 at 17:18
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Here is a destructive and a non-destructive way.

Destructive:

  • Create your shapes:

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  • Delete the edges on one direction:

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  • Extrude the remaining vertices horizontally:

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  • Then vertically:

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Non-destructive:

  • Create a vertex group:

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  • Give your object a Mask modifier with the group as Vertex Group:

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  • Give your object a Solidify modifier, Mode > Complex, Thickness Mode > Fixed, Boundary > Flat:

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  • $\begingroup$ I like your first approach because it's the only one so far to keep the tops of the slats at right-angles to their sides, which they would be, if CNC cut? $\endgroup$ – Robin Betts Sep 15 '20 at 17:25
  • $\begingroup$ thanks, actually I don't know, would they be? $\endgroup$ – moonboots Sep 15 '20 at 17:52
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You can sculpt it.

Make a sequence of subdivided planes. Then sculpt on it.

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Once happy with the shape, extrude it, add bevel, etc.

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Another way is to use math functions (Z math surface) from "add mesh, extra objects" addon.

For instance:

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As we know the steps used by the addon and the subdivisions given to it, we can tune a cutting grid that will always work using a boolean modifier: simply make it so no vertices of the math shape overlap a face of the cutter object.

For instance, if X steps of the shape are every 1cm, make the cuts to be [0.9 to 2.1], [2.9, 3.1] etc.

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Just use a boolean modifier with wood prank array:

Create a wood prank add array modifier

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Make a cube and subdivide one face:

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Add a displace modifier to the cube, using any texture you want:

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Subtract(Difference) this cube from your wood pranks:

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pros

  • easy to figure out why
  • easy to change wave in general using texture
  • no extras vertices after applied

cons

  • computation heavy during boolean process
  • not easy to fine tune with curve
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  • $\begingroup$ Thank you so much! $\endgroup$ – Niklas Sep 15 '20 at 14:47

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