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I'm trying to create this peeling wallpaper effect:

enter image description here

The idea is that each section of wall paper has a curve modifier that slides on the X axis until it completely curled up.

What I was hoping I could do is drive the location of the all the curves with the surface of an object with geometry nodes tree that raycasts to the object's surface and then sets the position of the curve there. However this doesn't seem to work - the curve moves as expected but doesn't effect the wallpaper object. I wonder if this is because geometry nodes exports mesh of some kind and the curve modifier needs a curve object to work.

I also spent a day trying to do the entire process within geometry nodes (which would obviously be better in the long run) but this seemed even harder. Could elaborate on this effort if its helpful. The key problem I kept running into is that there is no way(as far as I can tell) to distribute instances on points in a way that preserves their custom properties, such that those properties can be expressed variably after the instances are realized. And there is no way to distribute a bunch of identical objects without instancing them. Just to give my two cents - this is a problem I've run into a bunch in geometry nodes. I wish there was some way of distributing on points without instancing such that custom properties dependent on proximity/index/etc could be expressed after distribution.

Link to .blend: https://drive.google.com/file/d/1wEl5Gj09XACbZ-zCmr-o4Zwe0Q_5hUNl/view?usp=sharing

Thanks for reading!

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    $\begingroup$ Possibly of interest .. blender.stackexchange.com/a/283792/35559 $\endgroup$
    – Robin Betts
    Aug 3, 2023 at 18:27
  • $\begingroup$ Yes! This is great. The solution you found to change from splines to the spirals is much better than mine which didn't preserve their length and involved manual tweaking. Of course the trick would be to figure out how to have the "Wrap End" value respond variably based on geometry proximity - maybe by instantiating the property after the instances are realized. In the meantime I have resorted to the brute force of having each spline parented to a separate armature bone. It's inelegant but and is taking a while to set up but at least I can control everything by adjusting a single value. $\endgroup$ Aug 3, 2023 at 19:35
  • $\begingroup$ Hi, @James I'm being dim ... I'm not getting the function of the Geometry Proximity.. what effect are you looking to achieve with that? $\endgroup$
    – Robin Betts
    Aug 3, 2023 at 19:52
  • $\begingroup$ No - I'm sure I'm not being articulate. Like basically imagine this egg animation - if you didn't want all the "petals" to unwrap at the same time but rather based on how close they were to some object's geometry. The final effect I want is wallpaper starting to peel up on one side of a room but eventually peeling up all over the room. Thanks again for your help! $\endgroup$ Aug 3, 2023 at 20:57
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    $\begingroup$ Hollow Man still the gold standard! A lot of those effects hold up beautifully. $\endgroup$ Aug 4, 2023 at 15:06

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