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!
python modifiers animation-nodes sverchok shrinkwrap
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up vote
6
down vote
favorite
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!
python modifiers animation-nodes sverchok shrinkwrap
add a comment |Â
up vote
6
down vote
favorite
up vote
6
down vote
favorite
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!
python modifiers animation-nodes sverchok shrinkwrap
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!
python modifiers animation-nodes sverchok shrinkwrap
asked Aug 26 at 8:05
Rumen Belev
505311
505311
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add a comment |Â
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.
The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.
This is a really useful node tree for modelling.
â 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.
â 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.
â 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 :)
â 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.
â Omar Ahmad
Aug 26 at 19:10
 |Â
show 1 more comment
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.
The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.
This is a really useful node tree for modelling.
â 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.
â 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.
â 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 :)
â 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.
â Omar Ahmad
Aug 26 at 19:10
 |Â
show 1 more comment
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.
The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.
This is a really useful node tree for modelling.
â 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.
â 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.
â 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 :)
â 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.
â Omar Ahmad
Aug 26 at 19:10
 |Â
show 1 more comment
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.
The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.
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.
The foregoing example showed an orthogonal projection, another kind of projection would choose the ray direction based on the vertices locations as follows.
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.
â 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.
â 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.
â 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 :)
â 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.
â Omar Ahmad
Aug 26 at 19:10
 |Â
show 1 more comment
This is a really useful node tree for modelling.
â 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.
â 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.
â 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 :)
â 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.
â Omar Ahmad
Aug 26 at 19:10
This is a really useful node tree for modelling.
â Robin Betts
Aug 26 at 8:45
This is a really useful node tree for modelling.
â 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.
â 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.
â 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.
â 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.
â 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 :)
â 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 :)
â 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.
â 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.
â Omar Ahmad
Aug 26 at 19:10
 |Â
show 1 more comment
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