You one wrap a mesh over a target mesh via Geometry Nodes?

does anybody have an idea if one can wrap / distribute one mesh body over a target surface ?

this is a common flow a long surface job in rhino and the ketchup tutorial below also uses a helper surface which is bend along the target surface and with the helper surface the actual to bend geometry is positioned and deformed

here is a similar task in Blender

the main issue is that you have to by hand deform the helper surface and like in the sketchup video all I want is to rather have this a tick simpler - like it also works in rhino

tissue does this with a lattice trick but it has the issues of lattice - the lattice matches the target surface and thus the deformed model is smaller (distance model to lattice ! )

Hmm :thinking: just a (very very) quick thought… shouldn’t the well distributed UV’s of that wavy surface as in the first video produce a nice 2D-array of 3D- points where the 2D-grid-like distribution of 3D-points of the “planar” object could be pushed/projected to… also using the normal of the first 3D points to rotate the simple z-up normal of the second one…
Assuming the wavy objA has a simple rectangular UV grid. This UV’s could be used (by simple linear interpolating between this points) to transform the original (objB) coordinates into X/Y rectangular 3D-coordinates according to the wanted objA coordinates. In which this uprising Z-values of objB should be rotated as the normal vector of objA coordinates do suggest?

Isn’t this just a projection of rectangular objB on the rectangular (in UV space) surface of objA …?


Isn’t this essentially what is done by binding objB to a planar grid and projection this with shrinkwrap to the wavy objA… but the extension to the full surface (UV-space) is a bit quirky with this method…?

(much text typing and editing for a quick thought… and now you are telling me: this is exactly what i want… and now tell my how :wink: )

(( Or maybe this one BlendeNation: Wrap objects with Conform Object ))

Yes technically speaking yes

For placing something into a surface it is fine

But flowing it over the complete surface of an organic square mesh makes this not practical

You would have to hand model the mesh of the planar grid to follow the shape of the organic shape perfectly

I will test this more in rhino again with grasshopper which is mike geometry nodes

I am curious if and how this could be applied to blender

Not exactly sure what you want to achieve, since you need to squeeze and stretch the source object in areas of high curvature. Otherwise you would not get continuity. Maybe you want to have a higher order lattice than tissue is doing? Maybe cubic instead of linear interpolation?
In case you want to invest some time into the deformation, I created a node group, that’s doing basically what tissue is doing:

Maybe it can serve you as an inspiration.

Oh fantastic / I will give that a try when I am back home !

Thank you for sharing !

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