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!
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