##################################### How To Use ##################################### Here we will project a rectangular badge onto a Jacket: .. figure:: images/mesh_mat_howto.jpg :alt: Mesh Materializer Jacket Credit: |Curtis Kinney| .. |Curtis Kinney| raw:: html Curtis Kinney .. figure:: images/jacket_uv_map.jpg :alt: Mesh Materializer The Jacket's UV Map. =========================== Step by Step =========================== #. In Blender, first select the **Source Object** (the object to be projected). .. image:: images/source_object_select.jpg :alt: Mesh Materializer .. warning:: Ideally, **Source Objects** should: * Have a good level of topology so that they can be deformed (good number of vertices and quad faces). * Not have parents/children. #. Then press *shift* and select the **Target Object** (the object we are projecting onto). Both objects should be selected. .. tip:: The Target Object is expected to have at least one UV Map. Whichever UV Map is selected under the *Object Data Properties* tab on the right hand side will be used. .. image:: images/target_object_select.jpg :alt: Mesh Materializer .. warning:: The Target Object's UV Map needs to have **non overlapping faces** in order for the Add-on to work otherwise nothing may appear. For mirrored objects, see the :ref:`Tips and Troubleshooting` section for potential workarounds. #. Right-Click in the viewport, and select *Mesh Materializer - Create UV Mesh* from the submenu that appears. .. image:: images/right-click-menu.jpg :alt: Mesh Materializer .. tip:: Access this option quickly by clicking the checkered box icon in the top menu bar of the viewport: .. image:: images/quick_button.png #. A new object will be created named **" - UV Mesh"** with the *Mesh Materializer* modifier added. Initially this new object may appear strange, because the **Source Object** has been stretched across the entire UV Map of the **Target Object**: .. image:: images/howto_initial.jpg :alt: Mesh Materializer #. With the new object selected, switch to the *Modifiers* tab on the right hand side. Try reducing the *Offset Scale* parameter down to shrink the **Source Object** projection. In this case, the object appears on the back of the Jacket. .. image:: images/mesh_mat_scaling.gif :alt: Mesh Materializer #. Notice that the badge edges are trimmed because they are on the boundary of the Jacket's UV Map. .. image:: images/badge_trimmed.jpg :alt: Mesh Materializer .. tip:: This can also be visualised by ticking the :ref:`Preview UVs` checkbox in the *Mesh Materializer* modifier. This will display the **Target Object**'s UV Map in the viewport with the **Source Object** projected onto it. .. figure:: images/preview_uvs_jacket.jpg :alt: Mesh Materializer Here the :ref:`Preview UVs` mode is ticked, which switches on the UV Preview. The Source Object can be seen just on the edge of the UV island. Also, the Preview *Offset* and *Scale* parameters have been changed to move the preview object into view. #. Unticking the :ref:`Preview Mode` if it isn't already, change the *Offset* parameters to move the Source Object along the **Target Object**'s surface. .. figure:: images/mesh_mat_jacket_moving_badge.gif :alt: Mesh Materializer The *Offset* position and scale parameters are used to move the badge onto the front of the Jacket's chest. #. You can then make some finer adjustments: change the *height* of the object, move the object above the surface using the *Offet Position* Z parameter, and adjust the proportions of the object using the *Source Scale* parameter. .. figure:: images/mesh_mat_jacket_adjusting_badge.gif :alt: Mesh Materializer The *Height*, *Offset Position* and *Offset Scale* parameters are used to adjust the object position. #. Explore the :ref:`Options` for the *Mesh Materializer* modifier further and do not hesitate to :ref:`get in touch ` if you have any questions. .. tip:: Remember that the new object will be updated if the **Source Object** or the **Target Object** are changed. .. figure:: images/change_source_obj.gif :alt: Mesh Materializer