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I'm trying to wrap a plane around the stl of a city, in order to obtain a watertight geometry from a poorly defined base file.

Shrinkwrap is pretty awesome for that, but I'd like to improve it further and be able to smooth the jaggy edges I get, see pics below:

The shrinkwrapped version Shrinkwrapped

The original original

Does anyone know a trick to improve the quality a bit ? Here is what I've tried:

  • Increasing subdivision helps but does not completely solves the jaggyness
  • Smoothing did not work well
  • I tried projecting back with additionnal shrinkwraps horizontally with distance limiter but it wasn't robust at all...
  • Rhino has a drape tool that does this with a nurbs approach but I couldn't find any equivalent in blender.
  • Other CAD packages have the ability to "snap" to a surface, which might solve the issue, but I could not find anything equivalent in Blender.

Thanks !


Edit : Following advices in comment, adding a second subsurf does smooth well. The result is now identical to Rhino Drape tool. enter image description here

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    $\begingroup$ You can try to use 2 subsurf modifiers in the stack: one with "simple mode" before shrinkwrap (for adding geometry), another one after it (for smoothing). Maybe add "corrective smooth" modifier before second subsurf. Also try 2 shrinkwraps at the same time, one in "project mode", second in "nearest surface mode", put another subsurf in between. You might want to try "remesh" modifier $\endgroup$ – Serge L Nov 23 '18 at 11:30
  • $\begingroup$ Also, if you need to reduce unnecessary geometry at some point, add a decimate modifier un planar mode. $\endgroup$ – L0Lock Nov 23 '18 at 12:52
  • $\begingroup$ @SergeL thanks a lot, remesh is not an option I think since it would retain the original imperfections of the model. The key here is the ability to fill all gaps, hence the wrapping approach $\endgroup$ – benpaillard Nov 23 '18 at 13:21
  • $\begingroup$ Another thing worth to try: dense distribution of particles along STL file with metaball instancing. Metaballs will merge into single object $\endgroup$ – Serge L Nov 23 '18 at 13:59
  • $\begingroup$ @L0Lock that'd be very useful since adding to much division ends up with a very heavy file. However the decimation itself is a bit long... 60 minutes and counting so far. $\endgroup$ – benpaillard Nov 23 '18 at 16:35

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