Hi all, I decided to create a new topic since my request is very specific. I have a medium complexity house model to which I need to apply a taper modifier to give it a cartoonish look. I’ve done this very easily with C4D but it looks like Blender treats this very differently. What I use to do in Cinema 4D is to put all geometry into a null and then I’d apply a taper modiifer to it and that’s it. I found a tutorial teaching how to achieve this in blender and it works, however I feel this method could be troublesome in the future of my scene. I need to put the deformed house over a hill and I was thinking it would be better for finding good placement to attach a constrain to it so it follows the topography of that hill without me updating its rotation everytime I move it around. By the way, that method I used is applying the tape modifier to a plane that is linked to the collection that groups the house parts. As I said it works but it’s kind of messy since I have to hide things when the plane is on so objects won’t show dupilcated and also for the reason I explained above, the surface constrain I plan to use later on. I’ll attach a couple of pictures of my model. Can you suggest a better way of applying that deformer to my collection? Thanks in advance.
Hard to make a judgement without knowing what method was recommended and what method you are using now.
If you want an easier one that does not deal with geonodes or other solutions try this
- add a lattice object
- scale it to cover all objects properly
- add a lattice mod to the main house
- select all objects then select the house object with the mod as the last one
- from the modifier’s drop down “copy to selected”
The lattice now will be controlling all other objects equally and you can use it as a tapering force.
There are other solutions in Blender as usual. This would be the easier one.
Try the Cast modifier shape: “Sphere” while moving everthing down in edit mode or in object mode moving the origin up (top right: Options: → Transform → Affect Only: Origin )
Thanks a lot Kkar, would this be editable? Meaning that if I keep changing the basic model inside the lattice the modifier will keep updated, or would I need to update the modifier every time I make a change?
Nice approach! I’ll try this one too. Maybe when I get it to look how I want it I could apply the modifier and forget about it, right?
Yes, all modifiers work on the current state of the geometry they are applied to.
Thanks a lot, I’ll try this and come back to tell you how it went. I remembered I tried this method too but couldn’t make for all the parts to deform as one. The all like deformed independently around their own origin. I have the same doubt as with the other approach suggested, should I apply the lattice mod after I’m happy with the result? I feel when it’s just geometry it’d be friendlier to other modifiers I’d need to apply afterwards.
When you are satiesfied with the result (the parameters may be tweaked to an almost “linear” taper… or give you additional options) then of course you can apply the modifier.
Thanks! Sorry for not getting back at you sooner. Between my job and worrying more about the overall look of the house I put the taper deformation on the backburner for a bit. I’ll try this as soon as I retake this part.
Never mind… i’m was not sitting here and waiting
I guessed so
Thanks abuhanzala, I’m using a mix of geometry nodes and modifiers now. I found it to be the better approach to achieve what I wanted. I had to bake the geometry thoug, which will certainly mean I’ll need to go back to it in the future. I’ll try deforming using geometry nodes to see how it goes. About your reference, I followed your link and it took me to a page of what feels like a preacher, I don’t know if that was the intention but I didn’t see the relation with the subject.