Blender Secrets - Add Seamless Details without Booleans using Shrinkwrap and Snapping

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  • Опубліковано 26 січ 2025

КОМЕНТАРІ • 145

  • @irfanhossainbhuiyanstudent3757
    @irfanhossainbhuiyanstudent3757 3 роки тому +331

    Well you don't need to select every edge loop and set weight,you can just select the outer edge assign weight 1,then in weight paint mode (f3->smooth weight paint)

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому +113

      Oooh, thanks that's an awesome trick! I didn't know that 😍

    • @drumboarder1
      @drumboarder1 3 роки тому +61

      @@BlenderSecrets you should buy his book

    • @Relivino
      @Relivino 3 роки тому +11

      @@BlenderSecrets Now do a video update on that!

    • @UnchartedWorlds
      @UnchartedWorlds Рік тому

      what does this mean? "then in weight paint mode (f3->smooth weight paint)"

    • @irfanhossainbhuiyanstudent3757
      @irfanhossainbhuiyanstudent3757 Рік тому +2

      @@UnchartedWorlds press F3 type smooth weight paint

  • @jjj-sl2ok
    @jjj-sl2ok 3 роки тому +23

    Thank you so much, i've been googling "how to merge mesh while keeping separate." So far this has been perfect

  • @fundorinlive
    @fundorinlive 3 роки тому +83

    Also, data transfer modifier (normals) helps with reducing that visible edge between two meshes

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому +38

      I know, the next video will be about that

    • @issac7787
      @issac7787 Рік тому

      I didn't consider that thanks stranger

    • @SaranjivacSRB
      @SaranjivacSRB 6 місяців тому +1

      @@BlenderSecrets For us watching this years later, it would be nice to have a link to that video instead of having to search it tho.

    • @BlenderSecrets
      @BlenderSecrets  6 місяців тому +2

      @@SaranjivacSRB it's the next video in the playlist

  • @richcrawford6123
    @richcrawford6123 4 місяці тому +1

    This is one of the best Blender videos I've found for explaining an obscure method to get things done cleanly.

  • @Shazumbi
    @Shazumbi 11 місяців тому

    Holy moly, took me a few different searches, but finally found something that will allow me to make progress on a project. Much love, man. I really need to get a better grasp on vertex groups.

  • @corvette724
    @corvette724 2 роки тому +1

    a revelation for my aircraft modelling. Fairings, nacelles... all the stuff never looking really good, it`s past, thx so much

  • @activemotionpictures
    @activemotionpictures 3 роки тому +6

    This is pure genius! thanks for sharing!

  • @neverpure20
    @neverpure20 3 роки тому +3

    Wow that's awesome
    Using modifiers correctly is really useful

  • @alexmcgreal836
    @alexmcgreal836 3 місяці тому

    I was trying to do this but was running into artifacts when rendering in cycles.
    This tutorial fixed it for me by using the method of assigning different levels of weights to the shrink wrapped section, I was assigning all the verts with a flat weight of 1, which was causing clipping.
    Many thanks, this really helped!! ^^

  • @BigbossShoshka
    @BigbossShoshka 2 роки тому

    I fucking LOVE this channel. Every time a video pops up in my recommended and I check one out, I learn some groundbreaking trick that solves a headache I've had at one point. And that fact they're so professionally done, in super short vids, with concise and clear explanation. I have DROWNED hours watching videos cover aspects of blender and they take AGES to explain something that should be relatively simple.

  • @gamheroes
    @gamheroes 2 роки тому +1

    Very creative this way of weighting the snapping

  • @timkruger7365
    @timkruger7365 2 роки тому

    Holy Moly, that is a key solution to a ton of stuff. Thank you random stranger :D

  • @pile333
    @pile333 3 роки тому +61

    Yeah, Shrinkwrap is more useful than it is generally supposed to be. 😁

  • @aaronjohnson4604
    @aaronjohnson4604 4 місяці тому

    OH ,MY LORD GOD

  • @MOUATEZTV
    @MOUATEZTV 3 роки тому +3

    How did i never think of this ! Thank you very much this is really useful !

  • @im_Dafox
    @im_Dafox 3 роки тому +3

    ...Non destructive booleans. Amazing 🤘
    Thanks a lot !

  • @RSpudieD
    @RSpudieD 3 роки тому +3

    This is such a cool tip (plus the one from Irfan)! Awesome!
    (the other tip incase it get's deleted at some point: Well you don't need to select every edge loop and set weight,you can just select the outer edge assign weight 1,then in weight paint mode (f3->smooth weight paint))

  • @toerroris
    @toerroris Рік тому

    Thank you, this is concise and to the point, unlike most video tutorials.

  • @KenalLouis
    @KenalLouis 3 роки тому +2

    This is going to prove incredibly helpful in complex shape models. Thank you!!

  • @CosmicComputer
    @CosmicComputer 3 роки тому

    Whoa that’s a really genius technique

  • @HanSolocambo
    @HanSolocambo Рік тому +2

    When I select a loop, a single vertex, any part of the geometry, and assign a vertex groups weight, it also changes all the other vertices weight. I can't see to be able to assign different weights within the same geometry. Do you have any idea of what I may doing wrong please ?

  • @streamingvideo6654
    @streamingvideo6654 9 місяців тому

    Awesome technique! Thanks!

  • @microdraw1278
    @microdraw1278 3 роки тому

    your UA-cam Channel is so useful, you deserve more subscribers, views and Likes

  • @poweredbygeeko
    @poweredbygeeko 3 роки тому

    That's a really nifty trick.. very nice!! 👍👍👍

  • @dimitrilalushi4693
    @dimitrilalushi4693 3 роки тому

    The shortest explanation of this method in the Web. Thanks! : - )

  • @muffakhamjah2462
    @muffakhamjah2462 3 роки тому

    Great tutorial in a short time

  • @PowerBiWithVivek
    @PowerBiWithVivek 3 роки тому

    Very cool trick ,i will use this in my workflow.

  • @johand3114
    @johand3114 3 роки тому +1

    it's even better than boolean cuz it gives you the feel of it being welded down 👍 👍

  • @Glowbox3D
    @Glowbox3D 2 роки тому

    One of my faves!

  • @matbrady123456
    @matbrady123456 3 роки тому +1

    That just blew my mind. For that, good sir, you've just earned yourself a subscriber. Well done. :)

  • @boriskourt
    @boriskourt 3 роки тому

    Another magic trick! Thanks :)

  • @maxoliver38
    @maxoliver38 5 місяців тому

    thank you, help a lot

  • @karleclaire
    @karleclaire 3 роки тому

    This is very helpful, thanks!

  • @rickyruffle
    @rickyruffle 11 місяців тому

    I had to delete the bottom face to get it to bevel correctly. Which extrude type did you use?

  • @PrinceWesterburg
    @PrinceWesterburg 2 роки тому +1

    Elegant!

  • @FarukAhmet
    @FarukAhmet 3 роки тому

    Very nice!

  • @EdKidgell
    @EdKidgell 3 роки тому

    Excellent!

  • @mamadshonazaramonov3010
    @mamadshonazaramonov3010 3 роки тому

    Lovely!

  • @musty5551
    @musty5551 2 місяці тому

    sick!

  • @sebbosebbo9794
    @sebbosebbo9794 2 роки тому +1

    how too..or is there a workflow to bring that to game engine or make it game engine ready or is it ready. .can this be baked....

    • @BlenderSecrets
      @BlenderSecrets  2 роки тому +2

      Normals can certainly be baked into the mesh! That should totally carry over... but do test it with one, before doing a lot of work. You would just have to apply the shrinkwrap modifier.

  • @theluc1f3r93
    @theluc1f3r93 2 роки тому +1

    that thumbnail looks like shoulder armor of Cloud Strife from FF7 :D

  • @abiyyupanggalih854
    @abiyyupanggalih854 3 роки тому

    thanks for the tips

  • @БатяБати-т1ь
    @БатяБати-т1ь 3 роки тому

    Very good! Thx.

  • @hlahtunthein2830
    @hlahtunthein2830 3 роки тому

    thank you so much

  • @alexissanchez2307
    @alexissanchez2307 8 місяців тому

    How do i know my weights are applied? I cant seem to tell

  • @exchangevisual6252
    @exchangevisual6252 2 роки тому

    Solid!

  • @rocksinshoe9930
    @rocksinshoe9930 3 роки тому +1

    You are amazing

  • @LittleCaira
    @LittleCaira Рік тому

    Thnx for the tut its great! :) .. One question tho - this is lets say non destructive approach. But when u need to texture objects afterwards you do connect the together via ctrl+J, than do some sort of clean up? Or what do you have to do in order to clean up for texturing?

  • @Marcelo-qu5qi
    @Marcelo-qu5qi 3 роки тому

    Very good

  • @VengeanceMkII
    @VengeanceMkII 2 роки тому

    I bought the book because of this.

  • @LouisCocquet
    @LouisCocquet 3 роки тому

    Legend thanks a lot !!

  • @lordferdinand85
    @lordferdinand85 2 роки тому

    Does this work to make holes?

  • @SuperParadine
    @SuperParadine Місяць тому

    But it is not possible to set weight for individual vertexes in a single vertex group. Only for the whole group. Or am I missing something?

    • @BlenderSecrets
      @BlenderSecrets  Місяць тому

      Yes, you can set weight per Vertex. Otherwise, there wouldn't be much point to Vertex Groups. Not sure why you can't, without more info.

    • @SuperParadine
      @SuperParadine Місяць тому

      @@BlenderSecrets thank you. I just got confused, cause I thought that the numbers should change to actual weights when I click different vertexes, but they don't lol.

  • @seff6374
    @seff6374 Рік тому

    Is there a way to do same trick, but inside of the mesh? If you want like holes

    • @BlenderSecrets
      @BlenderSecrets  Рік тому +1

      Great question! I will try and see if I can make a video about it.

    • @BlenderSecrets
      @BlenderSecrets  Рік тому +1

      Tried it but no, it's not possible - at least not with snapping enabled.

    • @seff6374
      @seff6374 Рік тому

      @@BlenderSecrets thanks for trying. would be easy floaters i guess. there is so much work with floaters on curved area, especially if you trying to run some pipes in these holes. then you have to mix AO in photoshop... that's a bit annoying

  • @llYuki0okami
    @llYuki0okami Рік тому

    In my case, I'm dealing with a very irregular shape (changing the character's body parts) and I'm getting bad results, I don't know how to glue it so that it fits perfectly (face snapping is too imprecise), and i made things you sad in data transfer video still effect is not smooth enough

  • @naumoff6407
    @naumoff6407 3 роки тому

    You are the bast 🤝

  • @GinoZump
    @GinoZump 5 місяців тому

    what if in Blender 4.2 there is no "Project Individual Elements" in the snapping options?

    • @noctKaloli
      @noctKaloli 3 місяці тому

      In Blender 4.2, there is a snapping option: "Snap Target for Individual Elements" > "Face Project" that does the same

  • @maxstepaniuk4355
    @maxstepaniuk4355 3 роки тому +2

    One moment is unclear.We asign four loops as vertex group. Then select outer loop and asign weight of 1, then we select second loop and asign 0.8. Does it really remembers the weight for each loop, cause when i select the loop that i asign weight 1, it still shows weight 0.4-the last one i asigned. PS: Seems like it works just fine. It's weird Blender doesn't show loop weight dynamically on selection. Feels this part of Blender lacks a lot.

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому

      That's odd. You can see it in Weight Paint mode, the color goes from weight 1 to weight 0.

    • @maxstepaniuk4355
      @maxstepaniuk4355 3 роки тому

      @@BlenderSecrets Ahh....i see now. Though it would be more convenient to see weight value on selection or in vertex group window.

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому

      @@maxstepaniuk4355 Ah, now I understand what you mean. It only works the other way around, you can select everything based on a value. You’re right, that would be convenient. Maybe suggest it to the Blender devs?

    • @maxstepaniuk4355
      @maxstepaniuk4355 3 роки тому

      @@BlenderSecrets Just did it on Right click select. Don't know any other places to suggest.

    • @joey848
      @joey848 3 роки тому

      @@BlenderSecrets This was the issue I was having. I was looking for numerical feedback of assigned values.

  • @جمدقلبك-خ4ن
    @جمدقلبك-خ4ن 3 роки тому

    wooooow you are the best thank u so much

  • @blazejpopowicz1362
    @blazejpopowicz1362 Рік тому

    Hello, this is very good ( thumbs up) and I have recreated this effect - but when I went on to render the image ( using default rendering settings), objects are no longer seamless in the rendered image. Is there a setting that needs changing for the render?

  • @Rybz
    @Rybz 3 роки тому

    On shrinkwrap, *Nearest Surface Point* doesn't make a perfect curvature in mine, so I tried the others, and *Tangent Normal Project* instead fixes it.

  • @MichaelProstka
    @MichaelProstka 3 роки тому +2

    NICE! Quick and to the point. Who downvoted this?

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому +1

      Don't worry about it, for the algorithm it's all the same! 😁 Maybe they won't see my videos recommended anymore, I guess.

  • @Jen-R
    @Jen-R 3 роки тому

    Great!!!

  • @jaysprenkle1026
    @jaysprenkle1026 3 роки тому +1

    I sculpt for 3d printing. Booleans don't work so this got my attention. This doesn't merge geometry and remove the hidden polys below the added details. It still might work if the details added are manifold though. Thanks

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому +1

      No, I don't think this technique will help you for 3D printing. Booleans should be fine, but whenever I prepare something for printing I will ALWAYS retopo with an automated remeshing algorithm, and reproject the detail onto that to get a perfect watertight mesh. Like this: ua-cam.com/video/KowEPRIfM-w/v-deo.html

    • @jaysprenkle1026
      @jaysprenkle1026 3 роки тому

      @@BlenderSecrets boolean generates bad geometry. More trouble than it's worth

  • @low-sound
    @low-sound 3 роки тому

    No boolean cleanup?? Thats so much useful

  • @UnknownGuest220
    @UnknownGuest220 3 роки тому

    Nice

  • @addictedsociety9442
    @addictedsociety9442 3 роки тому

    How to get one smooth uv when i use this?

  • @walter_the_danger
    @walter_the_danger 3 роки тому +12

    you can refine this method by using data transfer - custom normals

  • @joey848
    @joey848 3 роки тому

    Vertices in the same group don't seem to retain individual weights.

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому

      If they don't, something is wrong. Individual weights is the whole point of vertex groups and weight painting ;-)

    • @joey848
      @joey848 3 роки тому

      @@BlenderSecrets Something's wrong then. Every time I change the weight of a single vertex in the group, they all change to that weight. I've selected them by loop as well as individually.

    • @joey848
      @joey848 3 роки тому

      Nvm, I thought the Vertex Group panel would show the assigned weight of a vertex or loop when reselected. So apparently the 'heat map' in Texture Paint mode is the only way to 'know' the value of an assigned weight.

  • @Tom-ef1mz
    @Tom-ef1mz 3 роки тому +1

    Your video script is shorter than the thank you letter I was about to type.

  • @nazirich
    @nazirich 3 роки тому

    Wow!

  • @煉獄の住民
    @煉獄の住民 3 роки тому

    Holy crap this is some advance stuff

  • @RaffoVFX
    @RaffoVFX 3 роки тому

    Gold one

  • @leptum6804
    @leptum6804 2 роки тому

    Max Puliero he released this kind of modeling 5 years ago, and it was not even indicated)

  • @enis_ak
    @enis_ak 3 роки тому

    adamın dibisin

  • @Thunder_Owl
    @Thunder_Owl 3 роки тому

    Magic

  • @rickyruffle
    @rickyruffle 11 місяців тому

    If you're wondering why your object is inside the target and not outside, it's probably just upside down. Just figured it out after an hour haha.

  • @matslarsson5988
    @matslarsson5988 Рік тому

    I guess using this method wouldn't work well with textures?

  • @jeffreyspinner9720
    @jeffreyspinner9720 2 роки тому

    Now I'm more in awe of how KitOps does it... his snap to surface looks cleaner. Love your stuff anyways 😋

  • @Dafic_1
    @Dafic_1 Рік тому

    и где это видео было раньше
    Спасибо!!!!

  • @lsscpp
    @lsscpp 3 роки тому

    If you're not going to have closeups, there's a way to achieve something similar with a shader trick too

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому +11

      You're probably talking about Data Transfer of Normals, I'll show how to do that tomorrow.

    • @lsscpp
      @lsscpp 3 роки тому +1

      Nope it's a shader trick that involves lightpath transparency and blackface. If I remember how to achieve it (or found the tutorial) I can share

    • @lsscpp
      @lsscpp 3 роки тому

      Hey Jan, I finally found the video explaining the awesome trick! ... ua-cam.com/video/hNrTOCTUCj4/v-deo.html

    • @carthkaras6449
      @carthkaras6449 3 роки тому +1

      @@lsscpp merci

    • @meh2063
      @meh2063 2 роки тому

      @@lsscpp have you remembered tho

  • @Broadsmile1987
    @Broadsmile1987 3 роки тому

    Now find a way to align UV map too

    • @BlenderSecrets
      @BlenderSecrets  3 роки тому

      You mean like blend the texture between the different objects where they meet?

    • @Broadsmile1987
      @Broadsmile1987 3 роки тому

      ​@@BlenderSecrets That would actually be better than what I meant, which is a UV that would be generated as if you just extruded that part from the base mesh (which means heavy stretching without UV seams) 🤔I think it could be done with Python relatively easily: iterating over all vertices with weight 1 check on which faces of main mesh they land, convert that to UV coordinates and set that as UV coordinates of loops with those vertices. Now just pin those points and UV unwrap. Perhaps the blending solution would simply use 2 UV maps: this new one, the original one, and a material that blends color between them?

  • @parker2392
    @parker2392 2 роки тому

    So in my Blender freshman new born baby brain, this is like stretching a balloon around a door knob? 😂 if that makes sense.

  • @alperozgunyesil
    @alperozgunyesil 3 роки тому

    ❤️

  • @iterenzi
    @iterenzi 3 роки тому

    what the hell it was that simple all along??

  • @GerardMenvussa
    @GerardMenvussa 3 роки тому

    Sorcery!

  • @wrichards123
    @wrichards123 3 роки тому

    shoot me now!!! nice

  • @US-vy8up
    @US-vy8up 2 роки тому

    thank u thank u thank u very nice very handsome

  • @displaced_vertex
    @displaced_vertex 3 роки тому

    This is straight away cheating! :D Thanks!

  • @pablog.511
    @pablog.511 10 місяців тому +1

    And if you want to animate this the problem is solved with parents???

  • @fabbrobbaf
    @fabbrobbaf 3 роки тому

    This video has one of the highest like/dislike ratio I've ever seen and it's well deserved.

  • @doraafelfedezoofisol
    @doraafelfedezoofisol 3 роки тому

    Is there any catch? No way it's that easy lmao

  • @HMAnetwork
    @HMAnetwork 2 роки тому

    Is there a way to separate the detail object from the main object and keep the new mesh as part of it?

  • @ibrahimhamdi117
    @ibrahimhamdi117 3 роки тому

    It's very useful, thank you!

  • @cosmicninja8901
    @cosmicninja8901 2 роки тому

    Lovely!