Extending Shrinkwrap modifier

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I was wondering for some time now if it is possible to use the Shrinkwrap modifier (in combination with other modifiers, i.e. Normal Edit) for projecting a mesh onto a surface in shadow-like manner (like shadow from a Spot Light).



Currently one can project a mesh onto a plane using Project or Nearest vertex/Surface point modes.



The first mode works well only for parallel projection along the main world axes. Using it with the mesh normals (face/vertex?) is a disaster.



The other two modes are distance based projections - so no shadow-like.



In the image below I am showing the effect that I want to achieve
- projection based on reference point (the spot light) that will wrap the mesh onto the wall, over the shadow (produced by the spot light).



Any solutions, including python and add-ons, are welcome.



Thanks!



enter image description here







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    up vote
    6
    down vote

    favorite
    4












    I was wondering for some time now if it is possible to use the Shrinkwrap modifier (in combination with other modifiers, i.e. Normal Edit) for projecting a mesh onto a surface in shadow-like manner (like shadow from a Spot Light).



    Currently one can project a mesh onto a plane using Project or Nearest vertex/Surface point modes.



    The first mode works well only for parallel projection along the main world axes. Using it with the mesh normals (face/vertex?) is a disaster.



    The other two modes are distance based projections - so no shadow-like.



    In the image below I am showing the effect that I want to achieve
    - projection based on reference point (the spot light) that will wrap the mesh onto the wall, over the shadow (produced by the spot light).



    Any solutions, including python and add-ons, are welcome.



    Thanks!



    enter image description here







    share|improve this question






















      up vote
      6
      down vote

      favorite
      4









      up vote
      6
      down vote

      favorite
      4






      4





      I was wondering for some time now if it is possible to use the Shrinkwrap modifier (in combination with other modifiers, i.e. Normal Edit) for projecting a mesh onto a surface in shadow-like manner (like shadow from a Spot Light).



      Currently one can project a mesh onto a plane using Project or Nearest vertex/Surface point modes.



      The first mode works well only for parallel projection along the main world axes. Using it with the mesh normals (face/vertex?) is a disaster.



      The other two modes are distance based projections - so no shadow-like.



      In the image below I am showing the effect that I want to achieve
      - projection based on reference point (the spot light) that will wrap the mesh onto the wall, over the shadow (produced by the spot light).



      Any solutions, including python and add-ons, are welcome.



      Thanks!



      enter image description here







      share|improve this question












      I was wondering for some time now if it is possible to use the Shrinkwrap modifier (in combination with other modifiers, i.e. Normal Edit) for projecting a mesh onto a surface in shadow-like manner (like shadow from a Spot Light).



      Currently one can project a mesh onto a plane using Project or Nearest vertex/Surface point modes.



      The first mode works well only for parallel projection along the main world axes. Using it with the mesh normals (face/vertex?) is a disaster.



      The other two modes are distance based projections - so no shadow-like.



      In the image below I am showing the effect that I want to achieve
      - projection based on reference point (the spot light) that will wrap the mesh onto the wall, over the shadow (produced by the spot light).



      Any solutions, including python and add-ons, are welcome.



      Thanks!



      enter image description here









      share|improve this question











      share|improve this question




      share|improve this question










      asked Aug 26 at 8:05









      Rumen Belev

      505311




      505311




















          1 Answer
          1






          active

          oldest

          votes

















          up vote
          7
          down vote



          accepted










          All you have to do is ray cast in the direction of the lamp starting from the vertices locations and use the points of intersection as the new vertices locations.



          Node Tree



          The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.



          Node Tree






          share|improve this answer






















          • This is a really useful node tree for modelling.
            – Robin Betts
            Aug 26 at 8:45










          • Hello Omar! I was expecting that you will be able to give an answer to this problem! Once again amazing solution! Edit: One more question. I am using AN version of 2.0.4 which I am certain is outdated. Where I can download the AN version you're using? I would like to construct the examples myself.
            – Rumen Belev
            Aug 26 at 12:17











          • @RumenBelev There are test builds for version 2.1 here, while this is not the latest version, it contains all of the new features except the new Spline From Edges node.
            – Omar Ahmad
            Aug 26 at 13:20










          • It worked perfectly! Another great example of how powerful AN is. It's amazing how Ray Cast node does the heavy lifting here. I love vector math but "she" doesn't love me back :)
            – Rumen Belev
            Aug 26 at 19:07










          • @RumenBelev It takes time for the love to be mutual :). By the way, if your object is always a plane, you could use the Intersect Line Plane node instead of BVH ray casting, will be much faster.
            – Omar Ahmad
            Aug 26 at 19:10











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes








          up vote
          7
          down vote



          accepted










          All you have to do is ray cast in the direction of the lamp starting from the vertices locations and use the points of intersection as the new vertices locations.



          Node Tree



          The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.



          Node Tree






          share|improve this answer






















          • This is a really useful node tree for modelling.
            – Robin Betts
            Aug 26 at 8:45










          • Hello Omar! I was expecting that you will be able to give an answer to this problem! Once again amazing solution! Edit: One more question. I am using AN version of 2.0.4 which I am certain is outdated. Where I can download the AN version you're using? I would like to construct the examples myself.
            – Rumen Belev
            Aug 26 at 12:17











          • @RumenBelev There are test builds for version 2.1 here, while this is not the latest version, it contains all of the new features except the new Spline From Edges node.
            – Omar Ahmad
            Aug 26 at 13:20










          • It worked perfectly! Another great example of how powerful AN is. It's amazing how Ray Cast node does the heavy lifting here. I love vector math but "she" doesn't love me back :)
            – Rumen Belev
            Aug 26 at 19:07










          • @RumenBelev It takes time for the love to be mutual :). By the way, if your object is always a plane, you could use the Intersect Line Plane node instead of BVH ray casting, will be much faster.
            – Omar Ahmad
            Aug 26 at 19:10















          up vote
          7
          down vote



          accepted










          All you have to do is ray cast in the direction of the lamp starting from the vertices locations and use the points of intersection as the new vertices locations.



          Node Tree



          The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.



          Node Tree






          share|improve this answer






















          • This is a really useful node tree for modelling.
            – Robin Betts
            Aug 26 at 8:45










          • Hello Omar! I was expecting that you will be able to give an answer to this problem! Once again amazing solution! Edit: One more question. I am using AN version of 2.0.4 which I am certain is outdated. Where I can download the AN version you're using? I would like to construct the examples myself.
            – Rumen Belev
            Aug 26 at 12:17











          • @RumenBelev There are test builds for version 2.1 here, while this is not the latest version, it contains all of the new features except the new Spline From Edges node.
            – Omar Ahmad
            Aug 26 at 13:20










          • It worked perfectly! Another great example of how powerful AN is. It's amazing how Ray Cast node does the heavy lifting here. I love vector math but "she" doesn't love me back :)
            – Rumen Belev
            Aug 26 at 19:07










          • @RumenBelev It takes time for the love to be mutual :). By the way, if your object is always a plane, you could use the Intersect Line Plane node instead of BVH ray casting, will be much faster.
            – Omar Ahmad
            Aug 26 at 19:10













          up vote
          7
          down vote



          accepted







          up vote
          7
          down vote



          accepted






          All you have to do is ray cast in the direction of the lamp starting from the vertices locations and use the points of intersection as the new vertices locations.



          Node Tree



          The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.



          Node Tree






          share|improve this answer














          All you have to do is ray cast in the direction of the lamp starting from the vertices locations and use the points of intersection as the new vertices locations.



          Node Tree



          The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.



          Node Tree







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Aug 26 at 8:31

























          answered Aug 26 at 8:25









          Omar Ahmad

          11.1k22555




          11.1k22555











          • This is a really useful node tree for modelling.
            – Robin Betts
            Aug 26 at 8:45










          • Hello Omar! I was expecting that you will be able to give an answer to this problem! Once again amazing solution! Edit: One more question. I am using AN version of 2.0.4 which I am certain is outdated. Where I can download the AN version you're using? I would like to construct the examples myself.
            – Rumen Belev
            Aug 26 at 12:17











          • @RumenBelev There are test builds for version 2.1 here, while this is not the latest version, it contains all of the new features except the new Spline From Edges node.
            – Omar Ahmad
            Aug 26 at 13:20










          • It worked perfectly! Another great example of how powerful AN is. It's amazing how Ray Cast node does the heavy lifting here. I love vector math but "she" doesn't love me back :)
            – Rumen Belev
            Aug 26 at 19:07










          • @RumenBelev It takes time for the love to be mutual :). By the way, if your object is always a plane, you could use the Intersect Line Plane node instead of BVH ray casting, will be much faster.
            – Omar Ahmad
            Aug 26 at 19:10

















          • This is a really useful node tree for modelling.
            – Robin Betts
            Aug 26 at 8:45










          • Hello Omar! I was expecting that you will be able to give an answer to this problem! Once again amazing solution! Edit: One more question. I am using AN version of 2.0.4 which I am certain is outdated. Where I can download the AN version you're using? I would like to construct the examples myself.
            – Rumen Belev
            Aug 26 at 12:17











          • @RumenBelev There are test builds for version 2.1 here, while this is not the latest version, it contains all of the new features except the new Spline From Edges node.
            – Omar Ahmad
            Aug 26 at 13:20










          • It worked perfectly! Another great example of how powerful AN is. It's amazing how Ray Cast node does the heavy lifting here. I love vector math but "she" doesn't love me back :)
            – Rumen Belev
            Aug 26 at 19:07










          • @RumenBelev It takes time for the love to be mutual :). By the way, if your object is always a plane, you could use the Intersect Line Plane node instead of BVH ray casting, will be much faster.
            – Omar Ahmad
            Aug 26 at 19:10
















          This is a really useful node tree for modelling.
          – Robin Betts
          Aug 26 at 8:45




          This is a really useful node tree for modelling.
          – Robin Betts
          Aug 26 at 8:45












          Hello Omar! I was expecting that you will be able to give an answer to this problem! Once again amazing solution! Edit: One more question. I am using AN version of 2.0.4 which I am certain is outdated. Where I can download the AN version you're using? I would like to construct the examples myself.
          – Rumen Belev
          Aug 26 at 12:17





          Hello Omar! I was expecting that you will be able to give an answer to this problem! Once again amazing solution! Edit: One more question. I am using AN version of 2.0.4 which I am certain is outdated. Where I can download the AN version you're using? I would like to construct the examples myself.
          – Rumen Belev
          Aug 26 at 12:17













          @RumenBelev There are test builds for version 2.1 here, while this is not the latest version, it contains all of the new features except the new Spline From Edges node.
          – Omar Ahmad
          Aug 26 at 13:20




          @RumenBelev There are test builds for version 2.1 here, while this is not the latest version, it contains all of the new features except the new Spline From Edges node.
          – Omar Ahmad
          Aug 26 at 13:20












          It worked perfectly! Another great example of how powerful AN is. It's amazing how Ray Cast node does the heavy lifting here. I love vector math but "she" doesn't love me back :)
          – Rumen Belev
          Aug 26 at 19:07




          It worked perfectly! Another great example of how powerful AN is. It's amazing how Ray Cast node does the heavy lifting here. I love vector math but "she" doesn't love me back :)
          – Rumen Belev
          Aug 26 at 19:07












          @RumenBelev It takes time for the love to be mutual :). By the way, if your object is always a plane, you could use the Intersect Line Plane node instead of BVH ray casting, will be much faster.
          – Omar Ahmad
          Aug 26 at 19:10





          @RumenBelev It takes time for the love to be mutual :). By the way, if your object is always a plane, you could use the Intersect Line Plane node instead of BVH ray casting, will be much faster.
          – Omar Ahmad
          Aug 26 at 19:10


















           

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