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).

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.

  • 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.