1
$\begingroup$

I want to this object enter image description here

cover with this enter image description here

to make this sofa: enter image description here

Im taking UV from object and putting weave on it then deform it in initial object. My geometry nodes setup: enter image description here

Weave purfectly fit uv but problem is that it did not deform back in original shape correctly. Weave flat after deforming. enter image description here Can you pls tell me what i do wrong?

$\endgroup$
14
  • $\begingroup$ For this you should rather use a Shader instead of Geometry Nodes. I'm pretty sure @Crantisz would get that done with a few nodes ;-) $\endgroup$
    – quellenform
    Aug 12, 2022 at 18:29
  • $\begingroup$ Maybe. But the goal is to make it with geometry nodes. $\endgroup$
    – Psion
    Aug 12, 2022 at 18:36
  • $\begingroup$ OK, this will certainly be fun. Do you have any idea how you want the transitions at the edges to look? ...especially with the curvature it might be difficult. How do you want the geometry to run there? $\endgroup$
    – quellenform
    Aug 12, 2022 at 18:38
  • $\begingroup$ Literaly no idea... one step at the time... I was thining about carefuly and strategically placed uv island so transition wont be noticible, but i have my doubts... $\endgroup$
    – Psion
    Aug 12, 2022 at 18:44
  • 1
    $\begingroup$ Yes, me too, which is why I advise you to use a shader here. In your example photo, it's not clear how the transition at the edges is designed, and how the fibers run here. Also, you won't be able to solidly match an existing mesh with GN to this shape (at least not with reasonable effort) and creating the mesh in GN requires a more detailed plan of how the result should look at the edges. ...just my tip on this. $\endgroup$
    – quellenform
    Aug 12, 2022 at 18:49

1 Answer 1

5
$\begingroup$

This is a fairly unrefined version of a possible strategy.

enter image description here

  • Save the target's 'Position' attribute, before..
  • Splitting the target's edges and flattening its geometry to its own UV Map.
  • Fire rays down from a sheet of wrapper geometry onto the flattened target
  • Use 'Hit' to trim wrapper-sheet
  • Pick up the pre-flattened target Position from the ray
  • Warp the wrapper using that position

(This is the step I think you're looking for....)

  • Thicken the wrapper by some scale of its original Z, along (the unflattened ) target's transferred Normal.

enter image description here

'Unrefined', because there's probably a nicer way of handling seams, reducing gaps. But this is maybe a start.

Edit

In response to commentary. The best luck I've had so far with a trim to cover seams, maintaining a half-decent topology, is to delete the original mesh where it is not close to UV seams, and extrude the rest:

enter image description here

With this sort of result.. it's pretty twitchy, but with careful attention to bevelling the original, seam placement, and scaling UV islands, could be OK:

enter image description here

$\endgroup$
10
  • 1
    $\begingroup$ Sure. drive.google.com/file/d/1rUBAMw1a3UzNv0-w4pEIjVMgQzCd4DEy/… $\endgroup$
    – Psion
    Aug 14, 2022 at 7:26
  • 1
    $\begingroup$ @Psion Okydoky, so far, so good. Any other problems, ideas for tweaks, fire away. Here's the file. You could, for example, arrange for a trim to be put over seams, just like in RL, $\endgroup$
    – Robin Betts
    Aug 14, 2022 at 13:43
  • 1
    $\begingroup$ I was afraid of this. Wanted to make it all procedural, it would have been so cool :) Well about trim, i added node to isolate trims but dont know how to wrap them. Sadly i yet to fully understand your nodes :( blend-exchange.com/b/eBrjydmy $\endgroup$
    – Psion
    Aug 15, 2022 at 20:45
  • 1
    $\begingroup$ @Psion OK, some progress, see edit to answer, The best way to understand the processes in a GN tree, I've found, is to Shift-Alt Click nodes to see the output of various branches. (Node Wrangler must be installed) $\endgroup$
    – Robin Betts
    Aug 16, 2022 at 18:01
  • 1
    $\begingroup$ Yea, i know about wrangler, without it there no chance to understand any node setup :) So i tried to look up how this done in other 3d application. And found out that in 3ds max there Ornatrix weaver modifier. It uses splines and UV islands that very close to each other to seamlesly connect edges. Here, maybe it be of some use: youtu.be/RZbY6d9DY0M?t=214 $\endgroup$
    – Psion
    Aug 18, 2022 at 18:31

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .