Hi, I’m trying to emulate this kind of effect: https://imgur.com/a/YAdDpfq, where one object is pushed through another and the second object has its surface deformed by the first. Ideally, I’d like to try to do this without a cloth simulation. I tried using a Shrinkwrap modifier, but I got limited results where the subdivisions didn’t propagate along the vertical offsets, resulting in a jagged and rough effect (see pics 2 and 3 of the above link). Does anyone know of a way to achieve a smoother result that better captures the motion of the deforming object? Any suggestions would be greatly appreciated!
Looking to press one object through the surface of another (face through TV screen)
Did you try using a displacement maybe?
I haven’t tried a displacement yet, but I wasn’t sure if I would be able to get the effect using just a texture. Unfortunately, I’m not all that experienced with the modifier, but is it possible to convert an object’s topology to a texture colormap that can be applied to the displace modifier?
I guess my goal would be to be able to shape the displacement map to the proposed object…
I don’t know exactly, but I would look into using the mist pass to render out like a depth map of your object.
I’ll try that out tonight! Thanks for the suggestion!
Just out of curiosity, why are you trying to avoid a cloth simulation?
I did a quick 5 minute test and it ended up working great.
The actual object is planned to be spherical and parented to another object (i.e moving around), so I didn’t want to have the object bouncing around too much. I guess I could probably change the vertex weights around, but I thought it would be easier to have a straight deform rather than baking a physics object over and over.
That being said, the test you did is pretty much what I’m looking for, so maybe I shouldn’t have been so quick to spurn the cloth sim.
Sorry, but I can’t upload the file. It’s over the max size. (Somehow. I didn’t even bake the simulation.)
Basically, I just took my plane, subdivided it, and made a vert group that was just the outside edge. I used that for the pinning group. Other than that, most of the settings are the same.
Oh. And the Suzanne has a collision modifier. (obviously) I had to change the outer thickness to get it to not clip.
I think I got something similar, I guess I just need to tweak the settings to the cloth doesn’t spaz out as much when impacted.
Yeah, it might take some playing around with settings. I wish you luck!
Thanks for your help! I definitely would have spent hours screwing with shape keys otherwise lol