I’m using the Morph 3D command to map a box-like object to sections of a surface. I understand how to assign smoothing surfaces to grid 1 and grid 2 in order to make the outer faces of my morphed boxes smoothly match the surface that generated grids 1 & 2.
However, my grids represent sections of surfaces that are by intention, not perfectly normal to to the surfaces themselves. This is resulting in an outcome where even though the outer faces of my morphed objects are smooth, the interior surfaces (faces between panels or at the edge of the paneling grid) are not smoothly continuous. The are following the normal of the smoothing surface, not what I intend. Screenshot here:
I’m trying to make my paneled objects morph smoothly in a way that all boundaries of the morphed object are smoothly morphed to not only my exterior surfaces, but the interior “slices” or sections.
Is it possible for Morph 3D to use the UV curves of the smoothing surface when mapping the morphed objects, instead of the smoothing surface normals? I believe this would fix my issue.