![]() In Alignment properties change the Horizontal and Vertical values both to ‘ Center‘. This is optional and depends on the type of deformation needed from the procedure. Generally speaking the Origin of the Text object should be adjected to ensure the text curves uniformly. ĭesign note: the Origin is the point around which the meshes are manipulated or deform in this context centre-mass equates to uniform deformation on all axes off to one side or the other and text will warp based on that point (the object itself may need to be repositioned in Object Mode to compensate for the Origin’s realignment). The text will realign itself center/center relative to its Origin. To realign the text so the Origin sits centre-of-mass, in Object Data Properties with Text object selected, access the options under Paragraph (click heading to expand if not visible) and adjust the Horizontal and Vertical settings under Alignment, e.g. To emboss, engrave, indent or otherwise curve or shape text around an object, before conversion to a mesh the objects Origin may need to be adjusted so text bends or wraps uniformly around this Pivot Point. Text, being flat, only cuts into the mesh where it touches the curvature of the cylinder. The parent mesh of a Boolean operation, a cylinder, showing the the text set as the target Object operator (Text.001 in the above), and the resulting Difference effect this has on the cylinder – wireframe shown for clarity. These two steps set up the basic parameters needed for the text to Boolean the object when moved into position. In the panel that appears the basic properties can be set the type of operation – Intersect, Union or Difference the Object to target, e.g. In Modifier Properties click Add Modifier then Boolean from the available options – Modifier Properties » Add Modifier » Boolean. Once the text is setup, the object to be affected by it needs a Boolean modifier assignment. Text object that acts as the Boolean operator with some basic properties assigned before being converted to a mesh – wireframe enabled for clarity. ![]() 600KB, *.blend).ĭesign note: for more on Boolean generally see here, and here for standard Boolean text. Once done, the Text can be converted into a mesh object ready for use – Mesh » Convert » Mesh.ĭownload: KatsBits – Boolean Text Curves (c. ![]() The basic set up then is to add a Text object – Add » Text – and in Object Data Properties give it some initial substance, Extrude for example to make the flat text more three-dimensional. The target is the object affected by the Boolean process, the operator the object that does this. Basic Boolean Setupįor Boolean to work properly at least two objects are needed a target and an operator. Using Boolean to engrave or emboss text into surfaces is no different in this regard. There are two ways text can be made to Boolean non-flat surfaces by manually shaping text to fit approximately (simple), or using a guide to fit more accurately (complex).ĭesign note: as a general rule-of-thumb it’s preferable to edit non-destructively, that is, modifiers assigned to meshes should remain active rather than being applied so adjustments can be made as needed, negating rebuilds to change something. ![]() Curves and non uniform shapes however, present an entirely different challenge. Embedding, engraving or embossing text into a flat surface using Boolean is relative straightforward.
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