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Is there a way to have a 2D mesh wrapped around a 3D object. Like this:
Knot wrapped around 3D object

The red part is a flattened knot, which I mapped onto the surface of the blue part. In this specific case I used math to achieve it, but not all shapes can be easily expressed as formulae. What other ways are there?

I tried using physics, making the blue part a passive rigid body and the red part a soft body falling onto the blue part, and it seemed to work beautifully. But when I tried it again now, I realised that it doesn't do what I'm after. The net and the object onto which I want to wrap it already have the same X and Y dimensions, which is how I want it. I only need to remap the Z coordinates.

Another idea that comes to mind, would be generating a texture from the Z coordinates of the blue part and use that texture with the displace modifier on the red part. Is this possible?

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    $\begingroup$ use shrink wrap modifier? $\endgroup$ – Scalia Nov 18 '14 at 15:49
  • $\begingroup$ I honestly didn't think of that one. I tried it just now, and it doesn't do exactly what I need. And had to look again at what the physics does, and it actually fails in the same way. I didn't close enough the first time, because I couldn't find a way to get it to remain. Both curve the object, so that the vertices move along all axes, not just the Z. $\endgroup$ – user7952 Nov 18 '14 at 16:06
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You can use a conbination of Mesh Deform and Cloth simulation with proper settings.

  • Create a grid plane to cover the whole net;
  • Add Cloth Simulator to it, then Solidify modifier;
  • Tweak settings of them;
  • Add Mesh Deform modifier to the net object. (use higher Presision value if necessary, then Band)
  • Then play or bake the final shape. Delete the grid mesh (optional).

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Example File

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  • $\begingroup$ Thank you for that. Where I am, it is currently so late that it's actually early, and I'm off to bed. I will try this out when I wake up. $\endgroup$ – user7952 Nov 19 '14 at 4:38
  • $\begingroup$ I upvoted and accepted your answer. It does change the X and Y coordinates as the net wraps around the collider, but it certainly feels like it gives me more control than the shrinkwrap, suggested in a comment to my question, especially in the case where I bevel the net before wrapping it. Thanks a lot for your effort. $\endgroup$ – user7952 Nov 19 '14 at 17:07
  • $\begingroup$ Sure. You can also do manual control instead of simulation (In that case, a Lattice modifier works better). I believe both leave you a lot of flexablility. :) $\endgroup$ – Leon Cheung Nov 20 '14 at 2:18

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