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Placing object on uneven surface
Placing objects using a relative coordinate systemFlat vs smooth shading in photo-realism and glossy shadersQuickly putting an object or set of objects on a bezier curve projected to a surfaceSolidify modifier creates uneven edgesHow to add detailed engravings onto a curved surface in Blender for 3D-printing?Displace objects to surfacePlacing grass in only certain placesHow can i get a smooth rendered surface (without weird vertex lines)Surface area of an objectObject uneven scaling when using remesh/lattice
$begingroup$
Is there a way to put an object on uneven surface? For example: if I make a food object, let's say a toast, and put it on a plate, it's all well if I just put in on the center of the plate, which is mostly flat surface. But what if there are other objects on the plate, and I have to put the toast on the side edge of the plate, which is curved?
I have tried using proportional editing and dragging faces of the toast as near as possible to the plate's surface, but the result is really ugly (perhaps due to my lack of experience and skill). Snapping to the surface seems only worked the best when the objects have flat surfaces.
modeling
$endgroup$
add a comment |
$begingroup$
Is there a way to put an object on uneven surface? For example: if I make a food object, let's say a toast, and put it on a plate, it's all well if I just put in on the center of the plate, which is mostly flat surface. But what if there are other objects on the plate, and I have to put the toast on the side edge of the plate, which is curved?
I have tried using proportional editing and dragging faces of the toast as near as possible to the plate's surface, but the result is really ugly (perhaps due to my lack of experience and skill). Snapping to the surface seems only worked the best when the objects have flat surfaces.
modeling
$endgroup$
$begingroup$
My answer probably better suited to animation, but all or part of it could still be used for posing
$endgroup$
– Robin Betts
Mar 19 at 12:22
add a comment |
$begingroup$
Is there a way to put an object on uneven surface? For example: if I make a food object, let's say a toast, and put it on a plate, it's all well if I just put in on the center of the plate, which is mostly flat surface. But what if there are other objects on the plate, and I have to put the toast on the side edge of the plate, which is curved?
I have tried using proportional editing and dragging faces of the toast as near as possible to the plate's surface, but the result is really ugly (perhaps due to my lack of experience and skill). Snapping to the surface seems only worked the best when the objects have flat surfaces.
modeling
$endgroup$
Is there a way to put an object on uneven surface? For example: if I make a food object, let's say a toast, and put it on a plate, it's all well if I just put in on the center of the plate, which is mostly flat surface. But what if there are other objects on the plate, and I have to put the toast on the side edge of the plate, which is curved?
I have tried using proportional editing and dragging faces of the toast as near as possible to the plate's surface, but the result is really ugly (perhaps due to my lack of experience and skill). Snapping to the surface seems only worked the best when the objects have flat surfaces.
modeling
modeling
asked Mar 19 at 4:55
Switch88Switch88
253
253
$begingroup$
My answer probably better suited to animation, but all or part of it could still be used for posing
$endgroup$
– Robin Betts
Mar 19 at 12:22
add a comment |
$begingroup$
My answer probably better suited to animation, but all or part of it could still be used for posing
$endgroup$
– Robin Betts
Mar 19 at 12:22
$begingroup$
My answer probably better suited to animation, but all or part of it could still be used for posing
$endgroup$
– Robin Betts
Mar 19 at 12:22
$begingroup$
My answer probably better suited to animation, but all or part of it could still be used for posing
$endgroup$
– Robin Betts
Mar 19 at 12:22
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
If you don't want to go to the expense of simulation, a rig can get you quite close:
- Prepare a copy of the plate's top surface, its rim (E,right-click, S) extended, as a Shrinkwrap target.
- Make a triangular face from some vertices of your toast,ShiftD duplicated, and P separated to a new object. This will be the root object, and control the gross orientation and location of the toast.
- Additionally, create a flat Lattice, (1 segment in Z) which will bend the toast.
- With the toast and triangle selected, triangle active and in Edit Mode with all verts selected, CtrlP parent the toast to the triangle's vertices
- in Object Mode, CtrlP parent the Lattice to the triangle.
- Assign Shrinkwrap modifiers projected in Z, to both the triangle and the lattice, aimed at your newly created Srinkwrap target.
- Assign a Lattice modifier to the toast, targeted on the Lattice.
Now when you move the triangle, the toast will more-or-less conform to the plate. You can tune the resolution of the Lattice and influence of the Lattice modifier to make the toast more or less soggy, and the offset in the Shrinkwrap modifiers to control the proximity of the toast to the plate.
EDIT: A duff version of the blend replaced: 1400 GMT 19 March.
$endgroup$
$begingroup$
I'm still new to Lattice and Shrinkwrap modifier, but I'll give it a try when I get home. Thanks for the input!
$endgroup$
– Switch88
Mar 19 at 13:05
$begingroup$
@Switch88 Somehow I posted a crazy version of the blend.. make sure you have the latest, if you're downloading.
$endgroup$
– Robin Betts
Mar 19 at 13:58
add a comment |
$begingroup$
You can use the physics engine to place the toast on the plate.
Initially position the toast just above the plate and enable rigid body physics in both the plate and the toast. The plate will be static and the toast will be active. You may want to make other objects on the plate static to prevent the toast from sliding further into the plate - but experimentation will enable you to get the look you want.
Run the animation and use the frame after the toast has settled on the plate.
$endgroup$
$begingroup$
I think using physics engine is the way, but somehow the toast is just too rigid. is there a way to make the toast a little bit less... stiff? I mean, to make the toast bend a little when it's on the plate. I tried using soft body on the toast and collision on the plate, but it took a long time to bake and the Blender software froze.
$endgroup$
– Switch88
Mar 19 at 6:44
1
$begingroup$
is it for an animation, like the toast falling on the plate? You could also try clothes with a high Material > Bending
$endgroup$
– moonboots
Mar 19 at 7:43
$begingroup$
Actually, it's not for an animation. I was aiming for something photo realistic (perhaps the term is "realism", I'm still new in this), so it's a little bit strange for the toast to be as stiff as a board.
$endgroup$
– Switch88
Mar 19 at 11:23
1
$begingroup$
ok, but in my opinion it's simpler to just subdivide and deform the toast
$endgroup$
– moonboots
Mar 19 at 19:15
1
$begingroup$
@moonboots: That could be a valid answer within itself.
$endgroup$
– AJD
Mar 19 at 19:30
|
show 3 more comments
Your Answer
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
If you don't want to go to the expense of simulation, a rig can get you quite close:
- Prepare a copy of the plate's top surface, its rim (E,right-click, S) extended, as a Shrinkwrap target.
- Make a triangular face from some vertices of your toast,ShiftD duplicated, and P separated to a new object. This will be the root object, and control the gross orientation and location of the toast.
- Additionally, create a flat Lattice, (1 segment in Z) which will bend the toast.
- With the toast and triangle selected, triangle active and in Edit Mode with all verts selected, CtrlP parent the toast to the triangle's vertices
- in Object Mode, CtrlP parent the Lattice to the triangle.
- Assign Shrinkwrap modifiers projected in Z, to both the triangle and the lattice, aimed at your newly created Srinkwrap target.
- Assign a Lattice modifier to the toast, targeted on the Lattice.
Now when you move the triangle, the toast will more-or-less conform to the plate. You can tune the resolution of the Lattice and influence of the Lattice modifier to make the toast more or less soggy, and the offset in the Shrinkwrap modifiers to control the proximity of the toast to the plate.
EDIT: A duff version of the blend replaced: 1400 GMT 19 March.
$endgroup$
$begingroup$
I'm still new to Lattice and Shrinkwrap modifier, but I'll give it a try when I get home. Thanks for the input!
$endgroup$
– Switch88
Mar 19 at 13:05
$begingroup$
@Switch88 Somehow I posted a crazy version of the blend.. make sure you have the latest, if you're downloading.
$endgroup$
– Robin Betts
Mar 19 at 13:58
add a comment |
$begingroup$
If you don't want to go to the expense of simulation, a rig can get you quite close:
- Prepare a copy of the plate's top surface, its rim (E,right-click, S) extended, as a Shrinkwrap target.
- Make a triangular face from some vertices of your toast,ShiftD duplicated, and P separated to a new object. This will be the root object, and control the gross orientation and location of the toast.
- Additionally, create a flat Lattice, (1 segment in Z) which will bend the toast.
- With the toast and triangle selected, triangle active and in Edit Mode with all verts selected, CtrlP parent the toast to the triangle's vertices
- in Object Mode, CtrlP parent the Lattice to the triangle.
- Assign Shrinkwrap modifiers projected in Z, to both the triangle and the lattice, aimed at your newly created Srinkwrap target.
- Assign a Lattice modifier to the toast, targeted on the Lattice.
Now when you move the triangle, the toast will more-or-less conform to the plate. You can tune the resolution of the Lattice and influence of the Lattice modifier to make the toast more or less soggy, and the offset in the Shrinkwrap modifiers to control the proximity of the toast to the plate.
EDIT: A duff version of the blend replaced: 1400 GMT 19 March.
$endgroup$
$begingroup$
I'm still new to Lattice and Shrinkwrap modifier, but I'll give it a try when I get home. Thanks for the input!
$endgroup$
– Switch88
Mar 19 at 13:05
$begingroup$
@Switch88 Somehow I posted a crazy version of the blend.. make sure you have the latest, if you're downloading.
$endgroup$
– Robin Betts
Mar 19 at 13:58
add a comment |
$begingroup$
If you don't want to go to the expense of simulation, a rig can get you quite close:
- Prepare a copy of the plate's top surface, its rim (E,right-click, S) extended, as a Shrinkwrap target.
- Make a triangular face from some vertices of your toast,ShiftD duplicated, and P separated to a new object. This will be the root object, and control the gross orientation and location of the toast.
- Additionally, create a flat Lattice, (1 segment in Z) which will bend the toast.
- With the toast and triangle selected, triangle active and in Edit Mode with all verts selected, CtrlP parent the toast to the triangle's vertices
- in Object Mode, CtrlP parent the Lattice to the triangle.
- Assign Shrinkwrap modifiers projected in Z, to both the triangle and the lattice, aimed at your newly created Srinkwrap target.
- Assign a Lattice modifier to the toast, targeted on the Lattice.
Now when you move the triangle, the toast will more-or-less conform to the plate. You can tune the resolution of the Lattice and influence of the Lattice modifier to make the toast more or less soggy, and the offset in the Shrinkwrap modifiers to control the proximity of the toast to the plate.
EDIT: A duff version of the blend replaced: 1400 GMT 19 March.
$endgroup$
If you don't want to go to the expense of simulation, a rig can get you quite close:
- Prepare a copy of the plate's top surface, its rim (E,right-click, S) extended, as a Shrinkwrap target.
- Make a triangular face from some vertices of your toast,ShiftD duplicated, and P separated to a new object. This will be the root object, and control the gross orientation and location of the toast.
- Additionally, create a flat Lattice, (1 segment in Z) which will bend the toast.
- With the toast and triangle selected, triangle active and in Edit Mode with all verts selected, CtrlP parent the toast to the triangle's vertices
- in Object Mode, CtrlP parent the Lattice to the triangle.
- Assign Shrinkwrap modifiers projected in Z, to both the triangle and the lattice, aimed at your newly created Srinkwrap target.
- Assign a Lattice modifier to the toast, targeted on the Lattice.
Now when you move the triangle, the toast will more-or-less conform to the plate. You can tune the resolution of the Lattice and influence of the Lattice modifier to make the toast more or less soggy, and the offset in the Shrinkwrap modifiers to control the proximity of the toast to the plate.
EDIT: A duff version of the blend replaced: 1400 GMT 19 March.
edited Mar 19 at 16:59
answered Mar 19 at 11:37
Robin BettsRobin Betts
8,2691830
8,2691830
$begingroup$
I'm still new to Lattice and Shrinkwrap modifier, but I'll give it a try when I get home. Thanks for the input!
$endgroup$
– Switch88
Mar 19 at 13:05
$begingroup$
@Switch88 Somehow I posted a crazy version of the blend.. make sure you have the latest, if you're downloading.
$endgroup$
– Robin Betts
Mar 19 at 13:58
add a comment |
$begingroup$
I'm still new to Lattice and Shrinkwrap modifier, but I'll give it a try when I get home. Thanks for the input!
$endgroup$
– Switch88
Mar 19 at 13:05
$begingroup$
@Switch88 Somehow I posted a crazy version of the blend.. make sure you have the latest, if you're downloading.
$endgroup$
– Robin Betts
Mar 19 at 13:58
$begingroup$
I'm still new to Lattice and Shrinkwrap modifier, but I'll give it a try when I get home. Thanks for the input!
$endgroup$
– Switch88
Mar 19 at 13:05
$begingroup$
I'm still new to Lattice and Shrinkwrap modifier, but I'll give it a try when I get home. Thanks for the input!
$endgroup$
– Switch88
Mar 19 at 13:05
$begingroup$
@Switch88 Somehow I posted a crazy version of the blend.. make sure you have the latest, if you're downloading.
$endgroup$
– Robin Betts
Mar 19 at 13:58
$begingroup$
@Switch88 Somehow I posted a crazy version of the blend.. make sure you have the latest, if you're downloading.
$endgroup$
– Robin Betts
Mar 19 at 13:58
add a comment |
$begingroup$
You can use the physics engine to place the toast on the plate.
Initially position the toast just above the plate and enable rigid body physics in both the plate and the toast. The plate will be static and the toast will be active. You may want to make other objects on the plate static to prevent the toast from sliding further into the plate - but experimentation will enable you to get the look you want.
Run the animation and use the frame after the toast has settled on the plate.
$endgroup$
$begingroup$
I think using physics engine is the way, but somehow the toast is just too rigid. is there a way to make the toast a little bit less... stiff? I mean, to make the toast bend a little when it's on the plate. I tried using soft body on the toast and collision on the plate, but it took a long time to bake and the Blender software froze.
$endgroup$
– Switch88
Mar 19 at 6:44
1
$begingroup$
is it for an animation, like the toast falling on the plate? You could also try clothes with a high Material > Bending
$endgroup$
– moonboots
Mar 19 at 7:43
$begingroup$
Actually, it's not for an animation. I was aiming for something photo realistic (perhaps the term is "realism", I'm still new in this), so it's a little bit strange for the toast to be as stiff as a board.
$endgroup$
– Switch88
Mar 19 at 11:23
1
$begingroup$
ok, but in my opinion it's simpler to just subdivide and deform the toast
$endgroup$
– moonboots
Mar 19 at 19:15
1
$begingroup$
@moonboots: That could be a valid answer within itself.
$endgroup$
– AJD
Mar 19 at 19:30
|
show 3 more comments
$begingroup$
You can use the physics engine to place the toast on the plate.
Initially position the toast just above the plate and enable rigid body physics in both the plate and the toast. The plate will be static and the toast will be active. You may want to make other objects on the plate static to prevent the toast from sliding further into the plate - but experimentation will enable you to get the look you want.
Run the animation and use the frame after the toast has settled on the plate.
$endgroup$
$begingroup$
I think using physics engine is the way, but somehow the toast is just too rigid. is there a way to make the toast a little bit less... stiff? I mean, to make the toast bend a little when it's on the plate. I tried using soft body on the toast and collision on the plate, but it took a long time to bake and the Blender software froze.
$endgroup$
– Switch88
Mar 19 at 6:44
1
$begingroup$
is it for an animation, like the toast falling on the plate? You could also try clothes with a high Material > Bending
$endgroup$
– moonboots
Mar 19 at 7:43
$begingroup$
Actually, it's not for an animation. I was aiming for something photo realistic (perhaps the term is "realism", I'm still new in this), so it's a little bit strange for the toast to be as stiff as a board.
$endgroup$
– Switch88
Mar 19 at 11:23
1
$begingroup$
ok, but in my opinion it's simpler to just subdivide and deform the toast
$endgroup$
– moonboots
Mar 19 at 19:15
1
$begingroup$
@moonboots: That could be a valid answer within itself.
$endgroup$
– AJD
Mar 19 at 19:30
|
show 3 more comments
$begingroup$
You can use the physics engine to place the toast on the plate.
Initially position the toast just above the plate and enable rigid body physics in both the plate and the toast. The plate will be static and the toast will be active. You may want to make other objects on the plate static to prevent the toast from sliding further into the plate - but experimentation will enable you to get the look you want.
Run the animation and use the frame after the toast has settled on the plate.
$endgroup$
You can use the physics engine to place the toast on the plate.
Initially position the toast just above the plate and enable rigid body physics in both the plate and the toast. The plate will be static and the toast will be active. You may want to make other objects on the plate static to prevent the toast from sliding further into the plate - but experimentation will enable you to get the look you want.
Run the animation and use the frame after the toast has settled on the plate.
answered Mar 19 at 6:08
AJDAJD
192117
192117
$begingroup$
I think using physics engine is the way, but somehow the toast is just too rigid. is there a way to make the toast a little bit less... stiff? I mean, to make the toast bend a little when it's on the plate. I tried using soft body on the toast and collision on the plate, but it took a long time to bake and the Blender software froze.
$endgroup$
– Switch88
Mar 19 at 6:44
1
$begingroup$
is it for an animation, like the toast falling on the plate? You could also try clothes with a high Material > Bending
$endgroup$
– moonboots
Mar 19 at 7:43
$begingroup$
Actually, it's not for an animation. I was aiming for something photo realistic (perhaps the term is "realism", I'm still new in this), so it's a little bit strange for the toast to be as stiff as a board.
$endgroup$
– Switch88
Mar 19 at 11:23
1
$begingroup$
ok, but in my opinion it's simpler to just subdivide and deform the toast
$endgroup$
– moonboots
Mar 19 at 19:15
1
$begingroup$
@moonboots: That could be a valid answer within itself.
$endgroup$
– AJD
Mar 19 at 19:30
|
show 3 more comments
$begingroup$
I think using physics engine is the way, but somehow the toast is just too rigid. is there a way to make the toast a little bit less... stiff? I mean, to make the toast bend a little when it's on the plate. I tried using soft body on the toast and collision on the plate, but it took a long time to bake and the Blender software froze.
$endgroup$
– Switch88
Mar 19 at 6:44
1
$begingroup$
is it for an animation, like the toast falling on the plate? You could also try clothes with a high Material > Bending
$endgroup$
– moonboots
Mar 19 at 7:43
$begingroup$
Actually, it's not for an animation. I was aiming for something photo realistic (perhaps the term is "realism", I'm still new in this), so it's a little bit strange for the toast to be as stiff as a board.
$endgroup$
– Switch88
Mar 19 at 11:23
1
$begingroup$
ok, but in my opinion it's simpler to just subdivide and deform the toast
$endgroup$
– moonboots
Mar 19 at 19:15
1
$begingroup$
@moonboots: That could be a valid answer within itself.
$endgroup$
– AJD
Mar 19 at 19:30
$begingroup$
I think using physics engine is the way, but somehow the toast is just too rigid. is there a way to make the toast a little bit less... stiff? I mean, to make the toast bend a little when it's on the plate. I tried using soft body on the toast and collision on the plate, but it took a long time to bake and the Blender software froze.
$endgroup$
– Switch88
Mar 19 at 6:44
$begingroup$
I think using physics engine is the way, but somehow the toast is just too rigid. is there a way to make the toast a little bit less... stiff? I mean, to make the toast bend a little when it's on the plate. I tried using soft body on the toast and collision on the plate, but it took a long time to bake and the Blender software froze.
$endgroup$
– Switch88
Mar 19 at 6:44
1
1
$begingroup$
is it for an animation, like the toast falling on the plate? You could also try clothes with a high Material > Bending
$endgroup$
– moonboots
Mar 19 at 7:43
$begingroup$
is it for an animation, like the toast falling on the plate? You could also try clothes with a high Material > Bending
$endgroup$
– moonboots
Mar 19 at 7:43
$begingroup$
Actually, it's not for an animation. I was aiming for something photo realistic (perhaps the term is "realism", I'm still new in this), so it's a little bit strange for the toast to be as stiff as a board.
$endgroup$
– Switch88
Mar 19 at 11:23
$begingroup$
Actually, it's not for an animation. I was aiming for something photo realistic (perhaps the term is "realism", I'm still new in this), so it's a little bit strange for the toast to be as stiff as a board.
$endgroup$
– Switch88
Mar 19 at 11:23
1
1
$begingroup$
ok, but in my opinion it's simpler to just subdivide and deform the toast
$endgroup$
– moonboots
Mar 19 at 19:15
$begingroup$
ok, but in my opinion it's simpler to just subdivide and deform the toast
$endgroup$
– moonboots
Mar 19 at 19:15
1
1
$begingroup$
@moonboots: That could be a valid answer within itself.
$endgroup$
– AJD
Mar 19 at 19:30
$begingroup$
@moonboots: That could be a valid answer within itself.
$endgroup$
– AJD
Mar 19 at 19:30
|
show 3 more comments
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$begingroup$
My answer probably better suited to animation, but all or part of it could still be used for posing
$endgroup$
– Robin Betts
Mar 19 at 12:22