Object Details

The Object Details tool allows you to bind an object to the surface of a mesh whatever is its deformation or animation, thanks to UV mapping. The tool unwraps the mesh into UV space following the input UV Map, on which you can then place the objects to bind to the world space location corresponding to the UV space coordinates. The bound objects can also be deformed to exactly conform to the mesh deformation, acting as a more precise surface deform modifier.

Inputs #

Apply Scale #

If true this corrects the input values depending on the object scale, and acts the same as applying the scale transformation of the object to its data.

UV Map #

The mesh UV map on which to map the objects coordinates and compute attributes.

UV Scale #

This set the scale correspondance between the UV Space and the object. The ratio of a distance in UV Space to its corresponding length in Object Space.

Unwrap Model #

Displays an unwrapped version of the mesh according to the UV Map. Only visible in viewport.

Hide Model #

Hides the mesh in order to only work on the unwrapped version. This only affects the viewport.

Object #

A n object placed in the UV space of the model. Or a mesh with vertices drawn in the UV Space of the model on which to instance the objects in the collection.

Collection #

A collection of objects placed in the UV space of the model. Or a collection of objects to instance on the object’s vertices if Instancing is enabled.

Reset Z Offset #

If true this sets the Z position of the objects and places their origin on the surface of the mesh.

Normal Offset #

This distance offsets all objects along the normal of the mesh surface.

Scale Multiplier #

This acts as a scale factor to resize the objects.

Scale Randomness #

This add randomness to the scale of the different objects.

Seed #

This is the seed of the scale randomness.

Realize Instances #

If true this realizes the instanced objects, making them part of the mesh.

Deform #

This contains the settings to deform the object to conform to the surface of the mesh, whatever is the animation or deformation.

Surface Deform

Enables the deformation of the objects along the surface of the mesh.

Base Mesh Subdivision

This sets the subdivision surface level for the mesh to compute the displacement of the objects.

Stiffness

This acts as a blend between the undeformed version of the objects with a value of 1 and a surface deformed version with a value of 0.

Correct Overhangs

If false this deletes all vertices of the objects which overhang from the mesh island on which it is placed. If true it tries to correct their position to account for the deformation of the rest of the object.

Overhang Stiffness

This acts the same as the stiffness above but only affects the overhanging parts.

Instancing #

This contains the settings to control the instancing of the objects stored in Collection on the vertices of the mesh stored in Object.

Instance Collection On Object

Enables the instancing of the objects stored in Collection on the vertices of the mesh stored in Object.

Instance Rotation

Global rotation of all instances.

Rotation Randomness

Rotation randomness to add along each local axis of the instances.

Seed

Seed of the rotation randomness.

Outputs #

Local UV Map #

A custom UV Map stored on the mesh that maps coordinates relative to the closest instanced object and acts as local coordinates around it. X and Y stores the respective oriented distances along the local X and Y axis of the objects also accounting for rotation. Z stores the distance from the points to the closest object.

Object Index #

This stores the index of the closest instance to each points of the mesh. Useful to add unique shading around each instance.

Processed Islands #

Boolean field set to true if the mesh island or its data was edited by this tool.

Updated on December 18, 2024