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Surface Project

Surface Project

Project and blend geometry onto other mesh surfaces. Transfer normals and UVs for a seamless blend.

  • Surface Project 1
    Blend a mesh object to other surfaces. Multiple other mesh surfaces can be specified.

  • Surface Project 2
    Project mesh as a "Decal" onto other objects. This flattens the geometry but keeps the original normals.

Open Edges

This modifier works best on meshes with "open edges", i.e. non-solid objects. These edges are used as the base for most masking methods.

open_edges

Examples

Examples can be found in the Surface Project/Insert scene in the example file.

examples

Options

Projection Targets

Choose which meshes to project to.

  • Target Objects: How many mesh objects to project to.
  • Objects: Choose individual mesh objects to project to.
  • Collection: Choose a collection containing mesh objects to project to.

Projection

Define how mesh is projected to surfaces.

  • Method: Method for vertex projection: Method GIF
    • Wrap to Surface: Wrap mesh to target surface. Points will be projected to target surface and re-displaced based on their calculated height.
    • Blend with Surface: Project points to target surface then blend between original and projected positions.
    • Project Decal: Flatten geometry to target surface while keeping original normals. Ideal for "floaters" intended for baking.
  • Surface Offset: Move projected vertices a fixed amount towards or away from the target surface.

Projection Direction

Control the direction and properties of surface projection.

  • Project Direction: Define direction of projection rays:
    • Object Direction: Direction in object space (default -Z).
    • World Direction: Direction in world space (default -Z).
    • Mesh Normal: Use individual point normals.
    • Mesh Island Normal: Use the average normal of each mesh island.
    • Mesh Tangent: Use individual point tangents.
    • Surface Normal: Use the normal of the closest part of target surface.
  • Base Height: How height is calculated for Wrap to Surface and Project Decal projection methods:
    • Boundary Center: Calculate height from a plane defined by the center of the boundary and the projection direction.
    • Object Origin: Calculate height from a plane defined by the objects origin and the projection direction.
  • Re-Displace: When using Wrap to Surface. Direction to apply calculated height:
    • Projection: Apply height displacement using the projection direction.
    • Surface Normal: Apply height displacement using the normal of the target surface.
  • Ray Length: Maximum distance rays will collide with target surface. Best to keep at a large enough value that all points collide.
  • No Hit: Change behavior of vertices when projection rays miss:
    • Unchanged: Do not move vertex.
    • Closest Surface to Max Dist: Move vertex to the maximum distance in ray direction then snap to closest point on target surface.

Projection Masking

Control how projection is masked. See Mask Falloff.

falloff

  • Vertex Group: Choose a vertex group to project.

Transfer Normals

Transfer normals from target surfaces. Internally this uses Normal Transfer. Normals are transferred after vertex projection, using the closest target surface.

  • Normal Domain: Whether normals are stored on points (smooth) or face corners (allows sharp edges).
  • Normal Masking: How to mask the normal transfer:
    • Projection Mask: Use the same mask used for vertex projection.
    • New Mask: Create a new mask using mask falloff.
  • Vertex Group: Limit all normal transfer to a vertex group.

Transfer UVs

Transfer UVs from target surface.

  • UV Map From: Which UV Map to transfer from the surface.
  • UV Map To: Which UV Map to write to on this object.