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(I'm still learning Blender as I am quite new to it).

I am trying to make a model of Space time curvature, it consists of a wireframe plane (cloth) and multiple Spheres (with collisions). The component of this is to get the Sphere to orbit a larger objects whilst disrupting the plane (creating curvature). Currently, when the sphere disrupts the plane, it leaves it disrupted and the plane does not return to its original shape. Is there a way to get the plane to return to its original shape after getting disrupted?

example of the cloth disruption

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  • $\begingroup$ How have you done this? Using dynamic paint? $\endgroup$
    – Crantisz
    Commented Jun 13, 2022 at 6:27
  • $\begingroup$ you could use another method like for example the Warp modifier, or the Lattice modifier? $\endgroup$
    – moonboots
    Commented Jun 13, 2022 at 6:38
  • $\begingroup$ I have made this simply adding spheres and planes. If I were to use warp or lattice modifier should I use it on the plane or the sphere? Thanks $\endgroup$ Commented Jun 13, 2022 at 8:17
  • $\begingroup$ you'd need to use it on the plane, see this answer: blender.stackexchange.com/questions/153177/… $\endgroup$
    – moonboots
    Commented Jun 13, 2022 at 12:14

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what about using geometry nodes? i am not sure, whether this is the effect you are looking for...but with this node setup:

enter image description here

you will get this:

enter image description here

It is a pretty basic setup using the geometry proximity node to just offset to z value of the grid. The map range node determines the shape, height and width of the grid deforming.

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