How to Use the SHRINKWRAP Modifier in Blender for Beginners!

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what's up guys justin here with the cgessentials.com back with another blender modifier tutorial for you so in today's video we're going to talk about the shrink wrap modifier and how you can use it to wrap objects along other objects inside of blender let's go ahead and just jump into it alright so the shrink wrap modifier is going to allow you to shrink objects to the surface of another object and so basically what it's going to do is it's going to find the various vertices of your objects and it's going to try to bend them or kind of merge them to the face of another object and so we could talk a little bit more about this in a minute but first off let's take a look at a simple way to do this so let's say for example that we had um a pair of spheres like this one right and what we want to do is we want to take this surface right so if i tab in here notice how it only has four corners and no interior geometry and we want to bend it along this surface right here and so to do that what we might do is we might select our plane and we might go into our modifier section and add a shrink wrap modifier to this right so if i click on this what it's going to do is it's going to add this modifier and it's going to tell me to find a target and so the target is going to be the object that we shrink our mesh to so in this case we want to use the sphere but right now if i do this notice how we have a problem so right now it doesn't give us a very good result and so there's a good reason for that the good reason for that is because we don't have any geometric detail inside of our object right so again if we tab into edit mode and look at this in vertex select mode notice how we only have the four vertices in here well what this is doing is this is basically shrinking this down and it's finding the closest vertices of the sphere right here right so notice how this is actually finding the vertices and trying to shrink the object down to it but since there's no geometric detail in here nothing is actually happening so what we want to do instead is i've got another plane over here i'm going to tab into edit mode notice how this one i have subdivided this surface right here and i am actually going to rotate the sphere just because the geometry will be a little bit better to shrink this too but remember this one has more vertices in here well because it has more vertices in here this gives it more geometric data to figure out what to shrink this to let's add a shrink wrap modifier to this object so i'm going to add a shrink wrap i'm going to give it a target of the sphere right here we'll notice what that does is that actually shrinks this down to the surface of our sphere like this and so you're getting a bunch of z fighting in here because we haven't given it an offset basically what this is doing is this is just moving this down and then rendering the object in the 3d space so that we can see it but you're getting flashing because these are occupying the same space in the 3d space but notice how this is doing what we wanted it to do it's shrinking it to this object and if i was to move it around so notice how if i move this plane around in the 3d space this changes the way that this shrinks to our object in 3d as well because this is a modifier it's live whenever we make changes but now let's take a look at one of the options that's over here in the shrink wrap modifier there's actually a couple options i want to look at but first notice how there's an option in here for offset so if i was to turn my offset up a little bit notice how now this surface is up above the surface of my sphere right here right the reason why is because we gave it an offset which is a distance to keep it away from the target so even if you put that offset to something really really small like .01 notice how you don't get the z fighting in here anymore because we've given this an offset so we've said hey don't put this right on top of this put it .01 meters above this and so one thing i want to pay attention to is let's say we took these two objects and duplicated them over here and let's say that we took our sphere and we added a subdivision surface modifier we'll notice how when we add a subdivision surface modifier to our sphere our result gets better inside of our 3d space and the reason for that is because we now have more geometric data or more points that a blender can use in order to shrink this along the surface if i was to add another level of subdivision notice how i'm getting better results in here as well that's because this is finding the nearest point on the surface and shrinking the vertices based on those points and notice how this does adjust along with our object like this it is live so you can use things like subdivision surface modifiers and other things like that to get a smoother result you can also change your wrap method alright so there's multiple different wrap methods in here to help you get different kinds of results so this last one i was using surface points but if we were to switch to the project option what that's going to do is that's going to project the object down in a direction in order to find your final result well notice how because i've scaled this up it's only scaling or it's only projecting the vertices down that are actually within the footprint of the object down below so if i was to scale this notice how i get a better result and a smoother result so project can be very valuable because you can see how we're getting a better result in here with the project function than we were with the nearest surface point option so another thing to notice about this is there is an option for positive and negative so if this was set to positive right then this is going to project in the other direction and i would actually have to move it down below this object in order to get that result so if you're not getting any results in here you can try switching that to negative instead of positive like this so there are some other things in here like subdivision levels so basically what the subdivision level is going to do is it's going to apply a temporary subdivision to the object's geometry before computing the wrap and so notice how you can also set the axis that the object is going to project along so you can use this to force projection along an axis usually i leave these unselected because what this is going to do is it's going to project based on the normal direction of the object so for this for example the normals are facing this way so it's going to default to projecting along the object normals alright so then there's also an option down here for auxiliary target and so what the auxiliary target is going to do is it's going to allow you to add a second mesh so if i was to select the cylinder right here well now if i move this along the y-axis notice how it's going to shrink wrap along both targets so you can use this in order to shrink or apple all along multiple different targets inside a blender so um if you have different shapes together and so this is cool because this is actually live as you work in here you do have to be a little bit careful with the way your geometry merges so for example if i was to move this cylinder over notice how it's shrink wrapping to the auxiliary target and not to the surface right here i don't really know how to fix that it's just something to be kind of aware of when you're working with this but this could definitely be an easy way in order to shrink wrap along multiple objects in blender alright so another wrap method method that's in here is the nearest vertex right so previously project is going to project along a direction usually the normal direction this one is going to find the nearest vertex of your object and it's going to take all of your geometry so if i tab in here and look at this it's going to move all of them to the nearest vertex so if you look at this you can see how this is following along my target geometry probably a little bit better than this one is over here in the sense that it really matches up with that geometry but you can get some like weird stretching and other things like that so just be careful with that one but you can definitely use this in order to get that different result so and a lot of the time you're going to try multiple different kinds of shrink wrap methods in here so don't just get stuck on one make sure you try the others as well all right so then this last option target normal project what that's going to do is that's going to use the surface normals of the target and it's going to try to shrink wrap this based on those normals and so what that's going to do is that's going to provide probably a better result than the nearest surface point but it's going to take a lot longer to do so if you have really complex meshes this may not be the one for you but basically what you can do is you can set it to target normal project and it's going to use the normals of the surface and kind of the directions those are facing in order to try to figure out the best way to wrap this and so if we were to tab into edit mode real quick and turn on our surface normals right here you can see the direction those normals are facing well it's using that direction in order to figure this out right so if i was to tab back out of here for a second scale this up and then look at it again what it's trying to do is it's trying to align these surfaces with the nearest surface normal so if i was to tab into edit mode on this one and you can't really see it in edit mode because this is a modifier i'm pretty sure what this is doing is it's coming in it's finding the closest normal and it's kind of trying to interpolate based on those normals in order to try to line this up as best as possible so again something to kind of play around with but be aware that the target normal project is probably going to have a significantly slower result than the others all right so and then one other thing that i kind of skipped over and that i want to make sure at least talk on a little bit is the snap mode so um three out of the four of these do give you the option to adjust your snap mode that's basically going to adjust how the vertex is moved to this target point so what that means is that means that different selections are going to act different ways so for example if you were to use the on surface function that's always going to snap your object even if it's bigger to your surface right here right so even though this is larger it's always going to move all of the different vertices where some of the others act in a different way so for example if i was to select the option for outside so notice how when i select the option for outside nothing is happening at the moment however if i move this down so if i was to tap the g key and then the z key notice how so anytime this is actually intersecting with your sphere it's going to snap to the object but anything outside of the sphere isn't going to snap to the object so if i scale this down notice how then it's acting a lot like the nearest surface point but then you get this kind of different result when you scale this to the outside notice how you can still adjust the offset in here as well then if we select the option for inside it's going to act exactly the opposite way right so if i scale this out like this we're going to adjust our offset a little bit notice how now what this is going to do is this is only it's only going to adjust the vertices that are outside of the target object so what that means is anything inside the object are not moved so notice how now if i was to move this along the surface right here notice how it's only moving the vertices for the parts of the object that are outside of this sphere so that one i'm not as i'm not a hundred percent sure exactly when you would use that one that the outside one i could see a lot better right so if we were to set the offset right here i can totally see how you might use this though you're going to have some extra material around the outside but the other one i'm not really 100 sure so i'd really recommend just kind of playing around with those and seeing which results you get and which ones you like but they are there as options and then there's some really interesting applications that you could use this for like say for example that you so let's say you had a cylinder like this one and you wanted to wrap it with something so what you could do is you could take an object like this that's around this you could use the shrink wrap modifier in order to wrap to the surface right here but then after you apply that you could then apply like a solidify modifier on the outside of that and you can give this a thickness so you can use this to wrap different details around objects in here as well and one of the cool things about that is this is because this is live right so if i was to duplicate this notice how i can add this detail really quickly inside my scene and it's live so i can come in here and i can adjust the different surfaces like this and it's still going to give me that full-on result so again because this is a modifier you can use this in order to quickly make changes without destructively editing your model so that's an overview of how this works you can use this in order to place like decals on objects or to wrap actual geometry along objects there's a lot of different things you can do with this so leave a comment down below let me know if you're interested in any of those as always thank you so much for taking the time to watch this and i will catch you in the next video thanks guys
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Channel: The CG Essentials
Views: 88,821
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Keywords: blender, blender 2.82, blender 2.8, blender modifier tutorials, blender tool tutorial, the blender essentials, the cg essentials, thecgessentials.com, justin geis, justin geis blender, blender 2.9, blender 2.91, blender shrinkwrap modifier, blender shrinkwrap, blender shrinkwrap tutorials, blender shrinkwrap modifier tutorial, blender shrinkwrap object
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Length: 12min 47sec (767 seconds)
Published: Mon Jan 31 2022
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