Surface Follow from 2016 Blender Conference

Thanks for the compliment. I’m open to suggestions about the workflow if I were to implement the texture transforms for cycles. Would people want the tool to manipulate the image based on the active texture node? Should the tool modify the existing uv map or add a transform node and leave the uv map alone? Should there maybe be a list of images used by a material and the user could select the image they want to move? I’m not sure I’ve worked enough with cycles to know the best workflow. Thoughts?

How can I get blender theme from the first OP video?

I’m not sure I know what “OP” is. The theme I’m using in the first video on this thread is one of the defaults in the user preferences: “Science Lab”

“Original Post” (or poster ?)
You didn’t mention that you also need to have Region Overlap enabled in System to get the transparency.

@Richcolburn

Thanks for the compliment. I’m open to suggestions about the workflow if I were to implement the texture transforms for cycles. Would people want the tool to manipulate the image based on the active texture node? Should the tool modify the existing uv map or add a transform node and leave the uv map alone? Should there maybe be a list of images used by a material and the user could select the image they want to move? I’m not sure I’ve worked enough with cycles to know the best workflow. Thoughts?

Sorry for the delayed reply, it´s not due to lack of appretiation, but due to having no internet access last week.
I think using the active texture node allows for the most intuitive and also the quickest workflow: Just drag and drop any image into the node editor and instantly manipulate it on top of your selected mesh in 3d view: doesn´t get better than that. If you could do that without manipulating the UV map, that would be just incredible!

I´m thinking for exemple: working with an ID-Map based workfow and quickly manipulating the coordinates of the textures related to the different ID-Masks independently or quickly placing, rotating and scaling logos and details (normal detail elements f. ex. which then can be baked right into an existing normal map without messing with the uv map of the mesh). It would be a huge timesaver compared to messing around with the mapping node based on either a generated or an objectbased coordinate system for each texture.

Due to popular demand, I added the ability to preserve the exact UV map in the UV_shape tool. Normally it would rescale uv islands in 3D space to match the scale of the 3D object. If you disable the “Rescale Islands” option it will match the uv map in 3d (provided the 3d object is ripped to allow for the same uv layout)


Yay !
Now where is the Autosplit geometry button gone ?

Oops. Forgot I added the autosplit geometry option. Winmerge FTW!!
Updated: https://github.com/the3dadvantage/BlenderSurfaceFollow/blob/master/UVShape.py

Thanks ! https://raw.githubusercontent.com/ChameleonScales/Blender-individual-icons/master/PNG-32x32/ICON_MOD_MASK.png

it seems to be working on my system. I just pulled the code off github and my menu looks like the image:


@ChameleonScales Thanks for making the cool gif!

You’re too fast man, you reply to my posts while I edit them !
Ok I’m probably the one who shouldn’t post before I’m sure I’m done.

Did you see the 2 pull requests ?

I’m a little new to Github so I wasn’t sure what to do with the pull requst. I merged the changes you made.
Thanks for your input!!!

Awesome job ! Thx !
I was trying to install this into Blender 2.79… could not seem to get it to work… is it still compatible ?

Trying to test the addon but I get this error as soon as I click on “Move Texture” on 2.79 - OSX.

Traceback (most recent call last): File “/Users/username/Library/Application Support/Blender/2.79/scripts/addons/tabs_interface/init.py”, line 1334, in invoke
bpy.ops.wm.activate_panel( tabpanel_id = self.tabpanel_id, panel_id = self.single_panel, category = self.category, shift=self.shift)
File “/Applications/blender-2.79-macOS-10.6/blender.app/Contents/Resources/2.79/scripts/modules/bpy/ops.py”, line 189, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
File “/Users/username/Library/Application Support/Blender/2.79/scripts/addons/tabs_interface/init.py”, line 1261, in execute
apanel =getattr(bpy.types, self.panel_id)
AttributeError: ‘RNA_Types’ object has no attribute ‘Sv3DPanel’

location: /Applications/blender-2.79-macOS-10.6/blender.app/Contents/Resources/2.79/scripts/modules/bpy/ops.py:189

location: <unknown location>:-1

Hi.
You have Luca Rood implementation of similar thing in Blender official release. Search for “Surface Deform” modifier.
https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/surface_deform.html

I know the new modifier thanks, but I can not do what I see in 10:11 of this video. Any help is very welcome :slight_smile:

Does it allow you to move textures on the viewport? That’s the feature I was looking for.

Beautiful addon!

Few observations:

  1. Face a problem with numpy:
    http://cgstrive.com/SS/2_10102017_c1c3.jpg
    I just replaced these lines with ~ and seemed to work, didnt dig further.

  2. What about animated objects. Suppose I unwrap a sphere and want to move a ball or some objects on it. As I understand once you BIND with surface modifier, that’s it, the bind pose is locked and any pre/post modifiers will not have desired effect. Am I missing something? Is it possible?

Houdini has a Creep Sop that is very handy for just such tasks, although takes Nurbs input instead of UVs and has some annoyances:

I understand given example is doable in other ways, however imagine a Balloon that is inflated/deflated and you want to animate whatever mesh is bound to it, to stretch accordingly while still being able to move on surface of the baloon. Shrinkwrap would not be enough in such scenarios, binding to UV coords is needed.

EDIT. Update:
Mesh Deform with UVShape does a good job allowing animation. Open to other ideas also!

Whats the name of the surface follow n the add-ons tab? i could only find the uv shape and the texture one, also the surface is not a py file so i don’t know if it was installed too.