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Everything You Need to Know About Latticing and Texturing in Autodesk Fusion 360

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Description

The consumer product industry is more competitive than ever before. In order to maintain an edge over the competition, it’s important to differentiate your product from the pack. Autodesk Fusion 360 software is leading the industry with advanced tools to help you design lighter and more complex products with ease. In this class, you'll learn how to best use two tools from Autodesk Fusion 360 Product Design Extension. First, you’ll learn how to apply a volumetric lattice to your parts (to lightweight them and create visually distinct geometry). Next, to provide grip and/or a visual interest, you’ll learn how to apply 3D-printable patterns and textures to your part’s surface. If you design consumer products and are interested in taking your products to the next level, this class is for you.

Principaux enseignements

  • Learn how to use volumetric latticing to lightweight your parts and create visually distinct or appealing geometry.
  • Learn how to convert a volumetric lattice into a mesh or a solid body.
  • Learn how to add 3D printable textures and patterns to the surface of your designs.
  • Learn about creating custom textures and patterns.

Intervenant

  • Avatar de Jason Lichtman
    Jason Lichtman
    Jason is a Fusion 360 expert who focuses on product design and development. He comes from an education in mechanical engineering and over 10 years of industry experience bringing innovative consumer products to market. Jason's specialties include: plastic product design and development (especially for injection molding), 3D printing, 3D scanning, reverse engineering, design optimization and laser cutting. When Jason isn't working on Fusion 360 projects, he spends his summers riding mountain bikes and his winters skiing & snowboarding
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      Transcript

      JASON LICHTMAN: Hello, and welcome to today's session Everything You Need to Know About Latticing and Texturing in Autodesk Fusion 360. I'm your host, Jason Lichtman, and I am excited to teach you today's class. Before I begin, I have been asked to show you our safe harbor statement. You can pause this recording and watch this rather read this in detail.

      The gist of it is that we may make forward-looking statements and any investment decisions or purchase decisions should be based on what is actually available in Fusion 360 today, not what might be in Fusion 360 in the future. Also, all of this content for Autodesk University is proprietary. Do not copy, post, or distribute without express permission from Autodesk.

      And with that, let's talk a little bit about our agenda for today. I'm going to tell you a little bit more about me, as your presenter. We're going to get to know each other just a little bit, and then we're going to dive right into the fun stuff. We're going to talk about appearances and why they're important. We're going to talk about the differences between appearances and textures.

      We're going to talk about geometric patterning to create surface textures, volumetric latticing to create internal geometrical patterns, and lastly, volumetric latticing to create surface textures, as well. We'll summarize everything that we've covered today. And of course, I'm going to have two favors to ask of you. So please wait till the very end and help me with those favors. I would appreciate that very, very much.

      So let's start about your presenter. I'm Jason Lichtman. I'm a senior technical specialist for Fusion 360 at Autodesk. I've been with the company for the last five years. And my job is to meet with customers to learn about their business, what their needs are, and to show how Fusion 360 can meet and exceed those needs to help improve their workflows to make their business run more efficiently.

      My background is in mechanical engineering. I have a bachelor's degree from Columbia University and a master's of mechanical engineering from University of Wisconsin-Madison. I spent a little over 10 years in industry designing consumer products. And for me, I like to think of it as everything from an idea to a 3D model, taking that 3D model and turning it into prototypes, and taking those prototypes and turning it into final mass-producable goods.

      I've done that for a long enough time to become an expert in CAD, but I do have some specialties. They include consumer product design and engineering, and in particular, design of molded parts, 3D printing, 3D scanning including reverse engineering, as well as generative design and shape-topology optimization. Based on all of the above, I think I'm going to be the perfect person to present today's topic.

      And I guess we should start with why texture is so important. Here's an example of a razor. You might have seen these razors before. You might have even used one before. But the point here, is that even though it's a simple small object, there's a lot of detail that goes into it. Here you could see the backside of the razor itself. This is what the packaging looks like, and there's plenty of detail that goes into making sure that when you buy a product like this, you end up having just as much fun unboxing it as you might have actually using it.

      But when you are using that product, we try to put in simple little details that really distinguish between a mediocre product and an excellent product. And keep in mind, that an excellent product doesn't necessarily mean a high-price point. A razor like this is not very expensive. And of course, you could go and buy it in all the big-box stores.

      But when you look at the back side of that handle, you're seeing lots of these little tiny details, those little bumps or textures, that really set this apart. They can provide grip, but they, more often than not, really just provide visual cues that this is a really nice product. And so we're going to use this as our example throughout today's session.

      I hope you're excited. I prepared several different CAD models for you to use to follow along. We have one for appearances two for geometric patterning. We have a basic model as well as an advanced model. We have, for latticing, three different models a basic, an intermediate, and also an advanced. You can always go back, since this is being recorded, and pull out your phone and scan one of these QR codes to find the appropriate model, but I will introduce these QR codes again at the relevant section.

      So with that, let's talk a little bit about appearances. And of course, this is the model that you're going to want to go and look at. One other thing to note that I think is going to be important. You can scan this on your phone, and use your phone itself to view the 3D model, but your best experience is going to be to view this in Fusion 360 itself. That would be the desktop app either on your Mac computer or on your PC. Either way, that's going to be your best experience. But if you don't have access to a computer at the moment or you just prefer your phone, feel free to use your phone to look at these 3D models throughout the presentation.

      All right, so appearances, appearances in Fusion 360, are meant for photorealistic rendering, meaning photorealistic images to make the product look like a real product. This is typically done for rendering, or ray-trace rendering where you take into account the surface itself of the part any kind of shadow and light and a whole bunch of other factors, to make your product imagery look like the real thing.

      And this is a great way to test out a product before you actually go and make it because you can get feedback from your customers before you ever made the real product. It saves you time and also money, of course. But appearances, they may look 3D, but ultimately, the actual appearance is not going to show up in your manufactured part.

      So on the right here, you can see an example of a knurled handle. That might be made out of aluminum, or aluminum if you prefer. But this neural appearance is not going to show up in the 3D-printed handle if I go and I 3D-print a prototype. It's also not going to show up in a CNC-machined handle if you just apply the appearance because the model itself is still smooth even though it looks like it has that appearance applied to it.

      So keep that in mind. That's going to be a very serious limitation of appearances, but it also means it's a really easy way to make your model look correct or look real. There is an extensive library of material appearances. You can use any of the existing materials or appearances in that library. You can also customize an existing appearance or even create one from scratch yourself. So there's a lot of customizability in here, as well.

      When you're assigning these appearances, you can assign them by component, body, or even face. And a little caveat, just so you're aware, when I say that you can apply it by component, that includes what we call the root-level component, which is the top left corner of your Fusion 360 design document, which will allow that to assign to anything that's in that document.

      So if you waned to, you can apply it to the highest level of your design document, or to the actual component, or to the body, or to the face. So there's a lot of different options for you. Now, let's actually go and take a look at this.

      So let me pull up my Fusion 360. Here I have a 3D representation of that same razor blade. I told you we were going to use this throughout our presentation. You can see that I put in all the details, besides the texture or appearance, so far. And we're going to just get to focus on applying that appearance and seeing what it actually does.

      If you're curious how I made this, by the way, I 3D scanned my actual razor blade. I have one right here that you can see. And I used that scan data to create this or reverse engineer this particular CAD model. Let's go and take a look at our Appearances menu. You can find it under Modify, right here. And you'll find Appearance down at the bottom. You'll see the letter A here is the keyboard shortcut, so in the rest of this presentation, I may just use that keyboard shortcut and pull this up really quickly.

      Here I have a variety of different appearances that I'm already using this design or have used in this design. This will include one like this rubber soft or soft rubber, I would say In this light blue. I also have a shiny blue, which is going to be used for the bottom tip of this handle. And then I also have the soft rubber in the darker blue.

      I have a variety of other things here, as well, including a light source that I could use for my rendering, but for now, let's actually stick to the basics. I'm going to go and use my soft, light-blue rubber, and we're going to apply this to our model. Now, I'm going to actually open up our handle, so you can see that I have multiple bodies in here.

      And when I go and I grab this blue rubber soft, or soft rubber, I sound funny when I say that, I can drag this on to the component level, and it will turn this light blue, of course. I'm going to go and undo that real quick and go back into my Appearance menu. I can also go and drag that onto the handle itself and [INAUDIBLE] body instead of the component.

      When I applied this to component, it applied to all three of these bodies as opposed to just one. And by the way, earlier, when I mentioned the root level, this on the top left, this is what we call the root level. So if you drag an appearance onto this, it will apply to anything in your file. But of course, I have a blade that I do not want to change the colors of, so I'm not going to be doing that today, but just be aware that you can do that if you'd like.

      All right, so, so far, I have my light-blue silicone or soft rubber applied to my handle. What about the end of the handle? So if you recall from the slide deck that I showed, there's a darker, shinier color at the bottom. And so if I want to go and apply that, I could just change this menu to Faces. Choose the shiny blue, drag it down here, and apply it to just this surface.

      So now I also have what we in the industry like to call a color pop. So I get this nice little pop. It's not exactly a texture, but it definitely looks different. It actually does feel different than the silicone rubber, so when I go and I grab this, it can actually feel smooth versus a little bit more grippy, so to speak, on the rest of the handle.

      If I did want to add additional color pop, I could do that, as well. I'll just go and drag this onto my part to the various faces that I care about. And now I have the color pop there, as well. And overall, that's looking really good. But what about appearances that might not already be in your design?

      So let's go and undo all of this again. All right, so now I'm back to my blank part. And I could search for different material appearances down here at the bottom. We have different categories, so if you want a plastic, you can go and find various different plastics. We do have some that are more textured.

      You'll notice that some of these have a little arrow next to them. The arrow is just saying that it's not already installed in your computer. If you'd like to use it, click the arrow to download it onto your computer. Why is it not downloaded? Well, you probably remember that the Fusion 360 installation time is about 10 minutes or less. And part of how we're able to do that, is by not installing things you might not actually be using on a regular basis. But if you do want to use it, simply download it. It took 5 seconds, and then I could go and apply that to my part.

      Here you can see this random texture applied, and like I said, this is actually looking textured, but this is really just an appearance. This surface is still very, very smooth, but it's looking pretty good. Now, let's go and apply that other texture. Let's actually go and apply the knurl.

      Now for this, I might not remember exactly where it is in the database. So you can actually just go and do a search. So just do a search here. We have a variety of different knurl options. I'll go and download, maybe, the knurled brass, as well. We'll take a look at that. And that's looking pretty good, but I have to admit, I like the aluminum color.

      And maybe I'm pretty happy with this, but if I want to customize this, I do have the ability to do that, as well. For this, you're just going to right click on the particular appearance, and you're going to see the ability to edit that appearance. It looks like my appearance is showing up on my second monitor, so let's actually go and take care of that real quick. This is looking good.

      All right, so here are my options for this particular appearance. Anything that you change in these settings is going to live update on their Fusion 360 window so to my left here. And the first thing that I like to mess with, is the scale. I can raise it up or, of course, I can make this smaller. You can type in a number, like I just did, or you can drag this bar to wherever you see fit.

      And I'll admit for something like this knurl, I think the smaller looks really good. I think it looks a lot better, actually, but I am noticing that there's an aspect of this neural pattern that just doesn't exactly look right, at least not for now. So how do we go about looking at this?

      Well, first of all, let's close out of our knurl pattern for a moment, and let's maximize this window again. I have to tell you about something called texture mapping, or UV gridding. UV map, or UV grid is a way that we're able to define how a service itself is set up, like what is their U direction, what is the V direction on the particular surface. And you can actually change that. We actually do this for you by default, but you can change this if you'd like.

      So let's right click on our body, and you're going to see here, Texture Map controls. You click on Texture Map controls, and it's going to let you change the mapping, but for now, I don't actually want to change it. I just want to view it. At the bottom here, you'll see a display mode. You can change that to UV Diagnostic Texture. And now you're actually seeing the grid that's on this particular surface, pretty handy.

      Well, let's see what happens when we want to change that mapping. Right now the projection type is automatic, so Fusion 360 is figuring out what it thinks is the best choice. But sometimes, I like to think that I know better. So I'm going to choose a cylindrical mapping.

      It is going to ask me for an axis, and thankfully, I have one ready for us. And let's go and select that axis right here. And just like that, my UV map changed. The direction of the red arrow changed. The green arrows changed. Everything actually changed on this. And what's amazing about this is, not only can I look at this in the UV diagnostic texture, the UV map, I can actually see the appearance itself.

      And now this is actually looking much better. Ignore this blue stuff you see here. This is really just a preview. Now this is showing me what it would actually look like. And that is looking so much better. And just to compare this a little bit more easily for you, I did prepare a model.

      This is that very first QR code that you saw. And here you're seeing six different variations of this knurled handle. At the bottom, you're going to see 35% scale, 50% scale, and 75% scale all for the auto-texture mapping. The 35% looks like a solid handle, but if we zoom in, you will see the texture there, as well. It's just very small, of course.

      And then, up top, we're going to see those same percentages so 35%, 50%, and 75%, but this time, we're seeing the cylindrical texture mapping, like I showed you before. And you can see a very big difference between them from what is now on my screen to the left, with the auto mapping, versus on the right, which is the manual mapping.

      In particular, I'll show you this. This one here is the 75% scale. And while it might be too big, it does point out here some challenges you see with the way that that mapping works versus the way that this mapping works, which looks a heck of a lot better. So this is a great model for you to take a look at, and of course, you can edit this wherever you'd like. And I think it just gets the point across of those two points in particular.

      All right, so let's jump back to our PowerPoint for a second. There are a couple of tips and tricks that I think you all should know about. So the first one is about the scaling the appearance. I've already shown you that live. The second one is about the texture mapping. I also showed you this live, but here's a more side-by-side comparison in still image form.

      Now, when I got to the texture mapping, I did so by right clicking on the solid body and choosing Texture Map controls. If you are already in the rendering environment, you also have the ability to edit the texture map controls there, as well. On the top here, you could see this button here in the render workspace. That's your texture map controls button.

      All right, so what else? The other thing to keep in mind is that when you switch from the design workspace as you're designing the part, and you switch to the render workspace where you're going to be rendering the part, all of a sudden, you're going to start to see shadows. And you might think to yourself that this is what your part's actually going to look like.

      But in reality, it's not yet rendered. It's still just a preview. If you want to render your design, you have a variety of different options. You can do an in-canvas render, and it looks like this. And it basically renders on the spot for you, and you wait till it's finished sufficiently. And then of course, you could save the image.

      Or you can click the little teapot icon. That's right over here. And you can render this in the background. You can choose to render locally, which is on your computer, or render in the cloud. There are plenty of advantages of rendering on the cloud. But the point here is, that in all three of these cases, you're rendering the image, and you're going to get a very different result.

      Let's go back just for a second. This is what it looks like when you join the render workspace, and this is what it looks like when you actually render the image. That's a very big difference. So if you really want to see where this is going to properly look like, make sure, of course, to render that image in one of those ways.

      Lastly, when you're creating these appearances or editing the appearances, I always recommend starting with an appearance that has all the attributes that you're interested in showing. And what do I mean by attributes? I don't necessarily mean that if you want to show ABS plastic, that you should use a plastic because they're similar. I'm saying that you should use the material that has the settings that you are interested in modifying. And let's take a look at that in more detail.

      So the first result that you see here, the first screenshot rather, is from leather. The leather has a set of parameters so an image, reflectance, roughness. It has the ability to turn on translucency, which happens to be turned off. It has the ability to turn off emissivity, or the ability to shine light, so to speak. So if you want to a light bulb that emits light, that's the checkbox you're going to turn on. It also allows you to use a relief pattern or a bump map, so to speak. And it allows you to make a cutout, which is also turned off, as well as allows you to mess with advanced highlight controls.

      When it comes to the stone, you're going to see that everything looks a little different. For the stone, you have a base color and base highlights. You do have a relief pattern, very similar to with leather, but there are advanced controls under stone for the relief pattern that you don't get in the leather. There's also a top-coat setting that doesn't exist in the leather at all. Another relief pattern or bump map, which is just a little different with its own advanced controls, and of course, the cutout that's in both.

      The point here is simply that there are lots of different settings that exist in this stone that just don't exist at all for leather, or maybe some of the plastics, or some of the other materials. And I'll take this even further, and tell you that we have 3D wood materials, like the one on the right, which is 3D ash. And the 3D wood materials have a whole bunch of settings that are highly unique just for wood.

      So things like late wood exponent, early wood roughness, the late wood roughness, the ring thickness, the ring bump, pores and rays, all of those are highly specific to wood. So just keep in mind that all of these materials have different settings, and you should choose the one that best fits what you're trying to accomplish. That's really the key here.

      I think that covers everything that I wanted to show today for appearances in particular. So we're going to move on to our next topic, geometric patterning. Geometric patterning we're going to have two different models for you to see or to follow along with. We have our basic geometric pattern example and our advanced geometric pattern example. So feel free to use those and follow along.

      Before I jump into the CAD models or how this actually works, I do have to introduce another topic, which is Fusion 360 extensions. Extensions are paid upgrades to Fusion 360. They allow you to get more out of the software that you're already using. They extend your platform.

      They include specialized technologies or specialized tool sets to allow you to do what you need to do for your industry. They eliminate disconnected deployment so that you can actually make this happen very easy. And it's all because it's on one platform. So you can use one platform for all of your tools.

      There is a lower learning curve because of course, it's all in one platform. You don't have import export problems because you're pushing to another software to accomplish a single task. There are so many benefits of being able to just extend what you're already doing in Fusion 360.

      My favorite part about these extensions, though, is that you get flexible access options. If you want to purchase by the year, you can. You want to purchase by the month, perfectly fine. You want to purchase by the day because you only need it for one project today, that's perfectly fine too. So there's a lot of flexibility here.

      The extension though that's going to be relevant to today's topic is called the product design extension. It's going to allow you to create complex models very quickly and very easily. And it automates a lot of the more difficult, time-consuming tasks that you might need to complete. It also has intelligent design strategies so that you can actually create your products using manufacturing-aware technologies. All of this is really trying to just make it so that you can design your products faster and easier.

      If you're comparing the actual features of Fusion 360 the base product, or what we call the core product to the product design extension, you're going to see that you're going to, of course, get access to all of the basic functionality in Fusion 360 itself, which includes parametric solid modeling, parametric surface modeling, free-form modeling, direct modeling, sheet-metal modeling, mesh editing, and more.

      In addition to that, with the product design extension, you're going to get access to plastic design rules to help you design plastic parts really fast and really easily. Some of the features that help you do that include the boss feature, the snap fit feature and design advice. We also, in the product design extension, are going to help you reverse engineer your parts faster and easier so things like the organic mesh to solid conversion.

      But most relevant to today, we have two other features that I think are incredibly useful and incredibly important. That's going to include geometric patterning, that's this topic, and volumetric latticing that's going to be talked about in just a little bit. So when it comes to geometric patterning, what is it going to do? How is it going to do it? How does it help me?

      All right, let's start with that. First of all, the geometric patterning is going to quickly apply a very complex pattern to a selected face. That pattern is going to maintain normalcy to that face throughout the pattern and throughout the surface of that face. The pattern itself can have varying sizes in order to create visual complexity. The pattern can be applied in multiple shapes and spacings, and the pattern object, or the base shape, the one on the right here is a sphere, just for an example, can be a custom solid body of your choice. And that's going to be a pretty wild example, you're going to see in a few minutes.

      So the benefits of geometric patterning are as follows it's easy to use. It's incredibly fast. I would say the speed is, perhaps, the most important aspect of geometric patterning, and of course, you could achieve this desired result all in one software. As I mentioned before, it's extending your platform so that you don't have to work with disconnected tools. You don't have any issues with exporting and importing your designs.

      Patterns like this are often made in tools like Grasshopper. Grasshopper is an incredible technology, incredible tool, but if you're using Fusion 360 for your design and then you're exporting to Grasshopper, doing the patterning there, and bringing it back, of course, that's going to create downstream problems when you have to make a change. So now you can actually do all of this in Fusion 360 itself.

      All right, so ready for live-demo time. All right, so we're back in Fusion 360 itself. Here we are with our blank slate. We have an already applied appearance, and we have our geometric pattern. This is going to be our basic pattern we're going to start with.

      Let's actually go and take a look at this in detail. I mentioned before, that these are spheres, and these spheres happen to be cut out from the design. If you like this, but you actually want them to be sticking out, that's perfectly fine too. You can always go back to your geometric pattern and change this from cut to join, for example, and just like that, now I have my pattern sticking out of my part.

      So this is the basic pattern. You're going to see some more details of this in just a few minutes. So that you can see, also, how far you can take this, here's another example. Let's go and take a look at the backside. And this one is our advanced example. And here you're going to be able to see a lot more attention to detail.

      Not only do you have various sizes of the spheres themselves, you also have various sizes of the depth of those spheres. And that's going to give you a really realistic view of the pattern. And in my opinion, this is a very close representation of what you're seeing in the original razor blade that I showed at the beginning.

      All right, so how do we actually apply any of this? Let's start with truly a blank slate this time. All right, so here's my blank slate. I'm going to go to the Modify dropdown. And I'm not going to see anything there for this. You're going to find this under Create. Create, Pattern, and at the bottom here, Geometric Pattern. If you are expecting to use this on a regular basis, feel free, of course, to pin this to the toolbar. I've already done so, which is why you see it up here at the top. And now I can access it even easier from there.

      Select the face you would like to apply this to. Select this side. Actually, first select the object type sphere, cylinder, square, and custom. I'm going to start with a sphere to keep this really simple. I'll choose my sizes. So let's go with, let's say, 3 and 1/2. And I'll make both of these 3 and 1/2 millimeters for now.

      For a distribution type, you have a lot of different shapes that you can actually apply this pattern. So the rectangular pattern is going to distribute this across the face in a repeating rectangular pattern, of course. The triangular pattern is going to do something similar, but it's going to be a triangular pattern, and so on. All right, let's stick with the rectangular pattern for now.

      I'm going to change this to an extent, and I'm going to go with 5 by 10. And this is a very close approximation to what I showed you in the basic version. We're going to go and hit OK. And here you can see a whole bunch of these spheres. Now, they're gray instead of blue because I chose the wrong option. So let's go back here and change this to, let's say, cut, which is what I showed earlier, or of course, join, which is what I also showed earlier.

      But the point here is that you can make these changes and they are incredibly fast. And that's what's amazing about this. If I were to do this manually, this would take me a long time. I would be spending a lot of time in sketches, a lot of time applying different Revolve commands, for example. And instead, I can just come in here, change a couple of numbers, get a totally different pattern, and be very happy with the results.

      Now, if you want to be able to get more out of this there are a variety of different ways to do that. So one of which is you can use this Clear Perimeter. Clear Perimeter is a way to be able to clear a space around the perimeter itself. Now keep in mind, that based on the UV map, you might not get a perfect result. You would expect this pattern to have applied perfectly symmetrically, but based on the way the UV map is working, it's pretty close, but it's not exactly there. It's just a limitation of how this actually works.

      So let me show you what it looks like on this design. So here we are in that basic design. We're going to go back and edit our pattern here. I'm going to turn on the Clear Perimeter, and that's already looking pretty good minus this one sphere. You don't like it there, just hit that delete key, and now that's gone too. So this looks exactly like I might have expected, excellent.

      All right, let's go back here to the one we were just working on. And this time, we're going to go and change everything completely. I mentioned earlier, that you apply this to a face. I'm going to select a different face. This time it's going to be everything around what I selected before. Now let's see what this looks like on this one.

      Now, this is a bigger surface. There are more of these spheres to apply. So this might take a little bit longer to actually apply it. Let's go and make this, maybe, a cup pattern. And I'm going to go and hit the OK button, and we're going to see the result that comes up in just a second. Almost there. One more second, there we are.

      All right, so this is what the pattern looks like on the exterior surface. But notice how I chose one surface at a time. This is going to be a limitation. And we're going to talk about this in more detail, but just know that it is one face at a time. But you can come in here, change this to whatever pattern you want, change the actual shape to any shape you want, and very quickly, you end up having a result.

      This, unlike the appearance, is going to be a physical shape. If you 3D print this, it will show up in a 3D print. If you CNC machine this, it will show up in the CNC-machined part, as well. So this is, unlike the appearances, very much a physical interpretation of what this pattern actually looks like, cool.

      All right, so let's actually talk about those limitations. I'm going to go back to our PowerPoint here for a second. I mentioned earlier, that this will apply to only one face at a time. I'm going to repeat that now. I'll also tell you that, as a result of this, your first instinct would be, well, why don't I just apply the pattern to both of the faces as two different features? Sounds like a great idea.

      However, if you look at this in detail, you'll notice that there's a misalignment of the patterns. The settings are exactly the same, but the pattern itself does not line up. It doesn't line up in the middle, and it definitely doesn't line up near those edges. Why is that? Well, let's actually go and take a look.

      So if we have a model like this. And let's, actually, suppress that pattern for a moment. We're going to go and take a look at that body. And we're going to go and take a look at that texture mapping that we talked about earlier. All right. So here's our texture mapping. And what I do want to point out is that we have a very different grid between the center face and the side itself.

      The green arrows don't line up. The grid doesn't line up. Pretty much none of it lines up, and this is exactly why the geometric patterning will not line up on your model. That being said, it's just good to know that these limitations exist so that you can work around them. There are a variety of different ways you can do that.

      Another limitation is going to be with respect to external references and equations. So if you've been using Fusion 360 for a while now, you probably already know about the parameter table or parameter list. You can create variables or parameters that you could then use to derive all sorts of different things in Fusion 360. And when it comes to the geometric patterning, it applies as well.

      So as you're creating the geometric pattern, you can type in any of your parameter names. As you could see on the screen, I used object size for my size. And then I used pattern spacing, down here, for my distance on my distribution. But one thing to keep in mind, is that while it will accept this number when you hit OK, and then of course, allow you to see the results, when you go back and edit a geometric pattern, at least as of today, you're going to see that it's actually replacing those parameters with the number that it's actually representing.

      So object size was set to 2 and 1/2, and as a result, it resets to 2 and 1/2. And my pattern spacing was set to 7 millimeters, so of course, it reset to 7 millimeters. You can replace this again, with your parameter, but just know that it will reset every single time, at least today.

      The other thing to keep in mind, is that the pattern, remember, I said, is going to apply normal to the surface of the face that you've selected. Now normal to the face might look visually more interesting or more correct, but it's not always moldable. So if you're going to be using this for injection molding, for example or CNC machining, just keep in mind that this geometric patterning can create geometry that has undercuts or is inaccessible completely, and as a result, not moldable or not CNC machine-able. So you may need to make changes or modify the actual results until you are happy with them for molding or for CNC machining.

      The other thing to keep in mind, is that you don't get full control over the depth The pattern makes into or out of the original part's surface. So in the example you see on the right, I have a bunch of cylinders applied to just that thumb area on the handle. And this was applied as a join, so it's sticking out of the part. The height of the cylinders is based on the diameter of those cylinders. If you make the diameter bigger, the height will increase. If you make the diameter smaller, the height will decrease.

      The same is also true if this were a cut command, so the depth of the recess will change based on the diameter of the cylinder and you can go in later and replace the height of the cylinder, by selecting the faces and using a Replace Face command, but of course, that's additional work that you have to do as opposed to the ideal world, where you would just modify the height as a setting inside the dialog box itself. That would be wonderful.

      The last thing, is about the control over the way the pattern morphs from one size to another. And actually, this brings up an important point, which, I think, means I didn't show you this and how this works. So let's actually go and unsuppress this one more time. Here we are. Almost there.

      So we're going to have a pattern. Actually, we'll go to our other designs just to make this a little easier. I have my pattern itself. Let's go and edit this. I'll make this back into a cut. And this time, instead of having both of these sizes be the same, let's make this 2 millimeters and maybe this 4 millimeters. And what you're seeing now, is the variation between the two. Some of these are smaller, some of them are bigger.

      But the limitation that we're talking about, is that you can't exactly control where it starts small and where it ends up being bigger or the orientation that it morphs from one size to the other. This is an exaggerated example, but the point here, is that you don't get the control over the way that it morphs from one size to another.

      Now, that was a lot of negative, and I don't want you to think that I'm super negative about geometric patterning because I am not. In fact, I would tell you that I think geometric patterning is incredibly powerful at what it can do. It's just important to know what the limitations are so that you can play up the strengths and downplay those disadvantages because everything, of course, has both.

      Let's talk about some tips and tricks, though, so you can get the most out of this. The first is about using a custom object. You can define this object based on a solid body of your choosing. Choose the wrench icon instead of the sphere, cylinder, or square. Choose the custom object, then choose your perpendicular direction, just so that it's oriented correctly. You can flip it if you need. You can rotate it if you need. And then you can apply that to your part.

      So here you can see that I used an Autodesk logo, and I applied it to that same area of the grip. And now you can see the Autodesk logo all over the grip. This can work in a variety of different ways. So for example, if you made something that's more of a 3D-diamond shape, you could use that to potentially knurl your part, like you saw in the appearance. And you can also do that as a cut or, of course, as a join. You'd have to play with the settings until you're happy with them, but there are a lot of different options there.

      We also talked about clear perimeter and how clear perimeter can eliminate any non-whole instances of your pattern, especially near the edges of your face. This is a great way to be able to clean up your design. And on the screen, you can see an example of one that has the clear perimeter off, on the left. And then on the right, the clear perimeter turned on. And that's looking much better, especially in this corner here, for example. It's looking great. And also, this area is looking much, much better, as well.

      Now, if you want to get more control over everything. It's going to be a little bit of extra work, but you can get a whole lot more control. What you're seeing here is an example where you're able to get this control for the depth by applying the geometric pattern, not to the primary object you're trying to pattern, but instead, to the secondary object.

      That secondary object is defined in a way that I can control the gap or the overlap between the primary object and that secondary. And by controlling it, I can therefore control the depth. And so the advanced example that you are going to be able to download from your QR code, is the one that you see here on the right. And you can see that pattern has a lot more detail in it. It's not just the different sizes of the sphere diameters. It's also, how deep those spheres push into the part. That can affect both the look, visually, but it can also affect the moldability of the part, as well. So this is a great way to be able to get a lot more control over your part.

      I think that covers everything for geometric patterning, so we're going to go to our third and final topic for today, which is going to be volumetric latticing. We have three CAD models for you to download and enjoy the basic latticing, intermediate latticing, and the advanced latticing. I also included a bonus, which is a cell shape comparison. So you can actually see what everything looks like in a little bit more detail, just in simple cube form. I'll show you this in just a few moments.

      All right, so volumetric latticing, it fills 3D objects with repeating 3D cells. They're currently six standard cell shapes plus a custom shape, but I want you to see what these look like instead of just seeing the two-dimensional representation. So let's go to our Fusion 360.

      Here you can see all six of the basic shapes plus the custom. And when you start to look at them in 3D, that's when I think they really come alive. So let's look at them from above. And you can see all of the detail in that particular shape this one as well, a little bit more basic, this one also. But I would say my favorites of these, would include the gyroid, the Schwarz P here at the bottom in the middle, and the Schwarz D. I also love the ability to make a custom shape, as well.

      And if you haven't noticed, I actually used just a simple question mark to be able to create this. I'll show you what that looked like. And then later on, we'll actually show you how to actually do this. All right, so this question mark is all I needed to be able to make that entirely custom cell.

      Cool, all right, so let's jump into some of this in more detail. So where does this come from? Well, first of all, the technology comes from Netfabb. You might have heard about a Netfabb premium or Netfabb Ultimate. These designs are ideal for additive manufacturing. Can you CNC machine them? In many cases, yes.

      But ideal for additive manufacturing because in some respects, you're able to reduce your support material, but some of these geometries are simply not manufacturable in other ways. So it's ideal for additive, but in some cases, you might be able to manufacture them in other ways.

      All of this is possible, not just from the technology from Netfabb, but from a new kernel that was created for Fusion 360. It's called the volumetric kernel. And what it allows you to do, is it allows you to be able to create very complex patterns in 3D. And it allows you to be able to do that really quickly because it defines the object by the volume and what's inside it as opposed to the boundaries of your models.

      Many of you might have heard that in Fusion 360, we create solid models and we create surface models. And you might have heard the term B-rep or boundary representational solid, being used. A B-rep is really just a way to define geometry using boundaries, hence, boundary representation.

      But when it comes to volumetric kernel, the volumetric kernel is defining the object based on the volume. It essentially applies an appearance to the model until you are ready to turn it into something that's actually manufacturable. So until then, it keeps it as an appearance. One that you can modify very quickly and easily, and then when you're ready, you modify it or convert it into a mesh that you could use for a variety of different purposes.

      The output itself, is typically a mesh file. You can use that mesh file for a variety of different things, but if you need to, you can convert the mesh to a solid body if and when you need it. So just keep that in mind, as well. All right, so let's get to a live demo.

      So these were the cell shapes that you can actually download and enjoy yourself, but let's actually go and take a look at some of these handle designs. So this is the first one. This is going to be the basic latticing, looks great from above. Let's see what it looks like from the side, also great from the side. I love this.

      And I'll also point out, and we're going to talk about this in detail, the H for the Harry's logo is there. It's not broken up by the lattice shape. I'll show you how to do that in just a little bit. And then near the tip of this, let's actually go and hide the blade for a moment, there's a piece of geometry that actually goes into the blade. And this is untouched, as well. And I'll show you how to do that in just a few moments.

      Then when it comes to kind of a more advanced model, this one is also a volumetric lattice. The thickness is a little bit bigger, but I'll also point out, that inside it, there's actually a very hollow space. And this is one that I created to actually be able to make that space. Again, H is untouched, and of course, the end is untouched and the other end, as well. But you can make some pretty incredible shapes through this latticing technique.

      All right, so how do you actually do this? So let's actually go to our example. So here is our blank model that we're going to start with, just like we did for the other cases. Let's open this up so we could see all the bodies that are in here. And we only have one that we're really going to play with.

      And all you have to do to start volumetric latticing, is go to Modify, and you're going to see Volumetric Lattice down here near the bottom. We can choose the body that we want to apply the lattice. And it's going to go and create the 3D repeating pattern using the cells. Now, I'm not going to change any of the options just yet. I want you to see how this is actually applied and how you can edit it.

      So when I hit OK, you're not going to see any kind of feature at the bottom of your timeline, where you might expect it. Remember that the volumetric kernel is essentially applying an appearance to this model that can be converted later into geometry, but this is essentially, an appearance. So if I select something that is not selectable, shouldn't be part of the model, you'll notice it is still selectable because what I'm selecting, is still the surface or face that was originally in the model because this is just an appearance.

      If you want to, you can right click on the body. You'll see volumetric lattice options or actions here. You'll also see the ability to edit the lattice itself. And we're going to do that in a moment. But for now, I'll just show you that you can show or hide the lattice. So even though this was applied, and I know this was applied because there's a little blue icon next to the solid-body icon, I can still come in here, go to my volumetric lattice actions, and show or hide the lattice itself.

      When I'm ready to edit this, I just right click on the body, go and choose Edit Volumetric Lattice, and now I'm back in the dialog box where I can go and edit all of the lattice options that I would like. So what are those lattice options? Well, we start off with these cell shape. These are those six different cell shapes that we talked about. I told you earlier that the Schwarz P, Schwarz D, and the gyroid are my favorites. So you can quickly go and apply those here.

      Let's go to the Schwarz D. I like this one more in this case. You can also change the size of the cell. So right now this is a 5.62. I could go and enter a new number, or if you want to make this more fun and interactive, choose the Scale button, grab the arrow that you'll see somewhere. And now you can actually change this to the almost any size you want. At some point, you end up too big for this to maybe be realistic, but just know that you can change this on the fly to whatever it is you want. And that's pretty darn awesome.

      There's another thing here that I want to point out. Actually, before I do, also know that you can rotate or move the actual cell structure. So if you wanted to, you can come in here and actually rotate these cells, and you can also move them up and down. So if wanted them to line up in a certain way, you can actually do that, all right.

      Now, let's say you're happy with this. I'll go and reset that for now. You could then go to solidity and change the solidity of your model. And essentially, what this is really controlling is the thickness of the connections between the cells. By default, this will be at 50% or 0.5. You can make this very small. So this is what it looks like at 20%. This is what it might look like at 80%. And if you haven't guessed it already when you make this one, this will be fully solid. All right, so looking pretty good so far.

      I like the, let's say, 50%, and I'm pretty happy with that, but what about if I wanted to do something more interesting? So there's another option here for distribution. Instead of uniform, you can actually use gradient along a path. What is that going to do? It's going to allow you to control where the gradient is actually going to change.

      So let's go and choose a path. I've already created a sketch. I'm going to show that right now. Here's a sketch, a side-view sketch of my model, with a spline going from the end of the handle to the very beginning of the handle. This is parametric, and I can control this, as well. I can now choose this particular path. And let's show my model, so you can actually see this.

      And what it's doing is, it's giving me the ability to choose a solidity on one end and another solidity on the other. I like to change this from 0% to more like 25% on one end. And then on the other end, rather than make it fully solid, let's go with maybe 0.75 or 3/4 of the model. And now I have a really cool differential between a solid base near the end, versus a very thin model near the actual blade. And keep in mind, you can adjust this until you're happy with it. So maybe it is 35% that you're happy with, but overall, this is looking really, really good.

      All right, now, what about those areas that I said, we might not want to have a disruption? Now, if I just hit OK right now, my H in my Harry's logo looks more than a little bit funny. So what do we actually do about that? We could go back into our Volumetric Lattice options, edit them, and there's an area at the end here for offset. The offset is going to allow you to pick surfaces or faces that you want to be solid or to have very strict control over the solidity.

      So let's go and choose the H and the apostrophe here. We're going to choose a thickness of, let's say, a millimeter and a half. You could see how it adjusts on the fly. I want a blending distance of about 1 millimeter. You'll see how that changes on the fly. And I can also change my solidity for just this one area. And in this case, I really do want it to be fully solid in that area. Now, that's pretty good.

      If I want to add another area, I could go and hit the plus sign, maybe choose the very end of this model, and now I have a solid end. I'm going to change this to, maybe, 2 millimeters, near the bottom. You can see how that updates. I also like the 1 millimeter blend distance, and I also like this to be solid. Now, what do I do on the other end?

      Let's actually go and hide the blade again. I need this to be solid for this to actually function. So let's go and add another piece of geometry. We're going to go and select these two ends right here, or these two faces. And of course, I could go and pick every one of these faces, and this will become solid.

      Now, overall, I would say this is looking pretty good so far, but I don't want to have to go and select all of those faces. So is there another way to do this? Absolutely. Let's actually show you what that would look like. I'm going to go and hit OK. We're actually going to remove this lattice entirely. So let's go and right click Volumetric Lattice options. There's a Delete option there, as well. And so now I'm back to a standard boundary representational solid.

      If you want to be able to have more control over the lattice, another option you could do is to split your body into multiple pieces. So for example, if I go to Modify, you're going to see that there's a Split Body command, and all you need is a plane. So let's go and make our plane. I'm going to do a plane through three points, I'll choose three points on my model, just like that.

      The object itself happens to be invisible, but it's right there, actually. We'll split this body using this particular face. And now I have two bodies. I have the tip that I can hide and show, and of course, I have the rest of the handle. And so now what I can choose to do if I would like, is I could go and add my volumetric lattice to just this handle, choose whatever cell shape I want, choose whatever cell size, choose all of the different options that I'm happy with. And I can merge the final result with the rest of the handle.

      Now, I'm going to leave this setting as is for a second because really, what I want to point out for you, is what you can actually do with this. Remember, at this point, this is really just an appearance. So if you go to output this as an STL file, it will not 3D print like you would expect. This would be the standard handle without any of the lattice in it.

      If you want to be able to print it with a lattice, you're going to want to right click on that body, go to your Volumetric Lattice options, and create a mesh. It'll let you pick some options for you, hit the OK button. This might take a minute maybe, even two, because there's a lot of calculations happening in the background. But it's going to convert this into a mesh body, then you can Tesselate the solid body for the tip and use the Mesh Combine tool to combine everything together.

      We'll talk a little bit more about limitations, in just a few minutes, but just know that this is generally speaking going to be the workflow you're going to follow. You're going to create the lattice structure that you like then you're going to turn that into a mesh. And then you can 3D print this mesh. And it will actually print with this structure inside.

      If you want to be able to combine it with this, you're going to go to the Mesh Tools, Tesselate this particular body, which means turn that into a mesh from a solid body. Now I have two mesh bodies. I can simply use the combine tool, select both of these bodies, choose join, and hit the OK button. And it will merge everything into one. I'm not going to let that run for now because we don't need to see that. But I do want to point out some of those limitations we talked about.

      All right, so the first limitation, is that the volumetric lattice shape is not based on loads of any kind. This technology is coming from Netfabb. And Netfabb can make lattice structures based on loads. Today, Fusion 360 does not make lattice structures based on loads. So just be aware that is the way it works today.

      In order to use the lattice geometry, you must convert it into a mesh. And that's what I showed you a moment ago. Just as a reminder, it is essentially an appearance until you actually convert it into a mesh. Also, remember that the conversion to a mesh is not parametric. And that means that if you change your volumetric lattice, it's not going to update the mesh itself.

      In fact, let's go back to Fusion 360. We actually converted this into a mesh. If I go back and I change my lattice shape. Let's go back, maybe even two steps. All right, so this is my handle. I could go back here and show my volumetric lattice. And we could go, and of course, edit that lattice. When I go and I edit the lattice, and maybe change the cell shape to another shape, when I hit OK, the lattice itself is going to look updated, but the mesh itself is not going to change.

      All right, so here we have a totally different shape. And when I go forward in my timeline, it is creating a mesh. The mesh is exactly the same mesh as it was just a moment ago. So they do not match. So if you do end up creating the mesh and using it, and then you decide to change the lattice shape, keep in mind, you are going to want to go back and change that.

      And remember, that mesh bodies have some of their own limitations. Mesh bodies will not display in 2D drawings. Mesh bodies can also not be used in simulation studies. So if you are interested in using your lattice shape in an FEA simulation, keep in mind, you are going to need to convert it into a solid body before you're able to do so.

      Now again, these are limitations. And I think it's important to understand those limitations so that you can take advantage of this technology because what you're actually able to do with it is incredible. And so let's talk a little bit about some tips and tricks on how to get the most out of latticing.

      The first one, I've already shown you. Under Solidity change the distribution type from Uniform to Gradient Along a Path, and then select the path. That's going to allow you to be able to make that gradual transition from one end to the other or whatever that path is, for your thickness. The other thing is that you can change the cell shape to a custom shape.

      So you can make any shape you would like, including the question mark shape that you saw earlier. You can use something like that, an Autodesk logo, your logo, or anything else you can think of. So if you want to create a 3D model of a diamond and use that as your fill pattern please go ahead and do so.

      In fact, I'll even point out that the custom option allows you to choose a solid body, a surface body, a mesh body, or even sketch geometry. I'm going to repeat that because this is so crazy. You can choose a solid body, the surface body, mesh body, or sketch geometry. The possibilities are truly endless in what you can actually do with this.

      The offset command, that I showed you earlier, is a great way to create solid walls and smoothly blend them in with the rest of the lattice. If you want to, though, and you want to have more control over your lattice and what's lattice, you don't want to select too many of those phases. You can create two solid bodies one to represent the solid geometry and another represent the volumetric lattice area. And then just like I mentioned earlier, convert your final bodies to a mesh and combine them m perfectly fine.

      And then, as I also mentioned, if you want to be able to use your lattice in a simulation, you are going to want to convert it into a mesh, separate out any extra mesh shells using the separate command, and then use the organic base feature mesh conversion to convert to a solid. There are a variety of different ways to convert to solid, but that's the one, in my opinion, that works the best.

      So you're going to go and take your mesh, separate out any of your mesh shells, because there might be little fragments that are separate, delete any extra stuff, and then convert this using the organic and the base feature option mesh conversion. I'll also point out that while geometric patterning and volumetric latticing are both part of the product design extension, the organic base feature mesh conversion is also only part of the product design extension, as well. So you'd potentially be using all three of those features.

      Last, but not least, we're going to talk about volumetric latticing for external textures. Because remember I said earlier, that volumetric lattice is primarily used for internal geometries. We fill an object with repeating cells. So what happens if you really just want to have a really kind of a surface texture, not inside the model, just on the outside? You can do that.

      So the step-by-step for this is, you're going to create a solid body that surrounds your design, but has a slight overlap with your design. We start off with a standard handle like this. We create a solid body that's basically a thickened surface. But remember, I have an overlap, in this case 0.5 millimeters, between this and my original design. We then apply the volumetric lattice to this body, looks great so far, convert that lattice into a mesh, then convert your primary design into a mesh and combine with the lattice mesh. Or vise versa, convert this mesh to a solid, and then combine with your primary design as a solid combine.

      Either way, you're going to end up with an incredible result like this. And I'll show you what this looks like. Go back to Fusion 360. All right, here it is. And actually, let's turn off our visible edges, so you can actually see this a little bit better. There we are.

      So as you can see, this is a pretty complex shape. This is 0.5 millimeters into my handle. And as a result, it's able to create a pretty awesome surface texture. If you want extra bonus points, you can add additional details. So for example, that Harry's logo, including the apostrophe, are separated out. So that texture doesn't apply to that area so that this looks really nice. And of course, I also removed it from being able to apply to anything near the end of the handle, so if we go and hide the blade, you're going to see a pretty traditional standard area over there, excellent.

      All right, so in summary, we talked a little bit about me. I'm glad that I did because as I said at the beginning, I talked a lot, so I'm glad we got to know each other really. Well then we jumped into appearances and how they're important, why they're important. We compared appearances versus textures. We talked about geometric patterning to create surface textures. We talked about volumetric latticing to create internal geometric patterns, and we talked about volumetric latticing thing to create surface textures.

      That's a lot of different ways to apply textures to your models. Now, keep in mind, that each one has advantages and disadvantages. So knowing all of these, I think, is going to be especially helpful for you to be able to work on your designs and make them absolutely incredible.

      Now, if you like this class, and I hope you did, I have two favors to ask of you. The first is, I would love it if you would click the recommend button on this class page. I really mean it. My goal is to be the number-one rated class on the Autodesk University site. And I could only do that with your help, so please click the recommend button.

      The second thing, and perhaps the more fun thing, the more fun favor, is I would love it if you wouldn't mind sending an email to my boss. The QR code that you see on the right hand of the screen, will pre-populate an email to him. You can change the wording however you would like, but I would love it if you would send an email to my boss and tell him about your experience with this class, tell him what you learned and how you're going to use it. Tell him if you appreciate this class, and tell him if you would like to see more classes from me. I hope that you do, of course.

      I want to say, thank you so much for your time today. It was an absolute pleasure to talk about this topic, to present this to you, and show you how you can use Fusion 360 to achieve your product [INAUDIBLE] dreams. And don't forget, with Fusion 360, you can make anything thank you so much and have a wonderful day. Bye for now.

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