tyConform Modifier

The tyConform modifier allows you to conform the surface of one piece of geometry to another.


Parameters

  • Target Objects: the list of objects to which the input surface will be conformed.
Conform
  • Vertices: vertices of the input surface will conform to the nearest vertex in the target objects list.

  • Faces: vertices of the input surface will conform to the nearest face in the target objects list.

  • Faces (Hybrid): vertices of the input surface will conform to the nearest face in the target objects list (using a fast, hybrid algorithm based on nearest-vertex comparisons).

  • Expandwrap: vertices of the input surface will conform to the nearest hit point of a ray cast from the pivot of the nearest target object to each vertex.

  • Shrinkwrap: vertices of the input surface will conform to the nearest hit point of a ray cast from each vertex to the pivot of the nearest target object.

  • Raycast: vertices of the input surface will conform to the nearest hit point of a ray cast along a user-defined vector.

  • Matching Vertex ID: vertices of the input surface will conform to the matching vertex (by ID) of the nearest object in the target objects list.

  • Amount %: the amount to conform the input surface to the target surface.

  • Offset: the offset from the target surface to apply the conform.

  • Use vertex selection: only selected vertices will be conformed (soft-selections are allowed).

Element Matching
  • None: disables element matching.

  • One element per element: when enabled, each element of the input surface will conform to only a single element of any mesh in the target objects list. This helps to reduce stretching artifacts, when vertices of a single input element conform to different elements of the target object list due to natural differences in their proximity. This setting is most useful when both input meshes and meshes in the target object list contain many different small elements.

Distance Affect
  • Distance: vertices within this distance to the target surface will be fully affected.

  • Falloff: the effect on vertices beyond the base distance to the target surface, but within this falloff distance, will diminish according to the inverse-square law.

Affect
  • Vertices: the conform operation will affect input surface vertex positions.

  • Normals: the conform operation will affect input surface vertex normal directions.

  • UVWs: the conform operation will affect input surface UVW coordinates.

  • Material IDs: the conform operation will affect input surface material IDs.

Raycast Direction
  • Vert to self pivot: the raycast rays will be cast from the location of each vertex to the pivot of the source object.

  • Absolute: the raycast rays will be cast along the vector defined by the X/Y/Z values.

  • Object z-axis: the raycast rays will be cast along the local z-axis of a specified object.

  • Object: the object whose z-axis will cast the rays.

  • X/Y/Z: the coordinates of the user-defined vector to use as the raycast direction for Raycast mode.

  • Reverse direction: reverses the direction of the raycast rays.

Ray Origin Offset
  • X/Y/Z: offset values to apply to each vertex’s raycast origin point.