Surface Project¶
Project and blend geometry onto other mesh surfaces. Transfer normals and UVs for a seamless blend.
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.
Examples¶
Examples can be found in the Surface Project/Insert scene in the example file.
Options¶
Transfer Objects¶
Choose which meshes to project to.
- Object Count: 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.
Shrinkwrap¶
Define how mesh is projected to surfaces.
- Wrap Method: Method for vertex projection:
- Nearest Surface: Move vertices towards the closest point on target surface.
- Project: Project rays to collide with target surface.
- Project Decal: Project rays to collide with target surface and flatten geometry while keeping normals. Excludes projection masking options.
- Surface Offset: Move projected vertices a fixed amount towards or away from the target surface.
Projection Settings¶
-
Projection Direction: Define direction to project rays:
- Object Direction: Direction in object space (default is -Z).
- World Direction: Direction in global space (default is -Z).
- Surface Normal: Surface normal of the closest target surface.
- Mesh Island Normal: Use the average normal of each mesh island.
- Surface Tangent: Direction of surface at edge boundaries.
-
Ray Length: Maximum distance rays will collide with target surface.
- 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.
Masking¶
Control how projection is masked. See Mask Falloff.
- Vertex Group: Choose a vertex group to project.
Normals¶
Define how normals are transferred from target surfaces. This uses Normal Transfer internally. 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).
- Use Shrinkwrap Amount: Use the same mask used for vertex projection.
- Amount: Specify a vertex group or single value to choose how much normals are transferred.
- Automatic Masking: Use mask falloff settings to make a new mask for transferring normals.
UVs¶
Transfer UVs from target surface.
- Transfer UVs: Turn UV transfer on/off.
- UV Map From: Which UV Map to transfer from the surface.
- UV Map To: Which UV Map to write to on this object.
Selection¶
Limit UV transfer to specific faces.
- Selection: Which faces to modify UVs for. Defaults to "on", applying to every face.
- Material: Limit UV modification to a specific material.
- Invert Selection: Inverts the selection to modify UVs on every face that is not selected using the above options.