prism docs · Designing · Mesh warping

Mesh warping Advanced

A mesh warp lays a grid of points over a quad. Drag the points and the picture bends with them, to fit a curved column, a bulging speaker cloth or a wall that isn't quite flat. Turning it on moves nothing: the grid starts exactly on the quad's perspective.

WhereInspector ▸ Mesh warp ▸ Warp with a grid, or M
Works onquads, circles, and the faces of a 3D object
Gridfrom 2 × 2 to 32 × 32 points; Straight, Smooth or Bézier
ModeAdvanced In Simple the section is behind the inspector's More…; M works in both
1 · Turn it on 2 · Move points 3 · Rows and columns 4 · Grid size and Subdivide 5 · Straight, Smooth and Bézier 6 · Soft selection and precision 7 · Reset, copy and paste 8 · A mesh on a 3D object 9 · Masks bend with the mesh 10 · Hints and tips 11 · When something looks wrong 12 · Mouse and keyboard

1Turn it on

  1. Select a quad or a circle.
  2. Press M, or turn on Warp with a grid in the inspector's Mesh warp section. (Or right-click ▸ Mesh warp ▸ Turn the mesh on.)
  3. A grid of 4 × 4 points appears on the quad (on a circle, over the square round it). Nothing has moved yet: drag the points to bend the picture.
The Mesh warp section: Warp with a grid, Grid, Subdivide, Between points, Precision, Soft selection, Reset to perspective, Copy mesh, Paste mesh
The Mesh warp section with the mesh on: grid size, Subdivide, Between points, Precision, Soft selection, Reset to perspective, Copy mesh and Paste mesh.
  • The corners are still the quad's. Drag a corner and the whole mesh follows the new perspective; the bends stay.
  • Turn it off (M again, or the switch) and the shape goes back to its four corners. The bends are gone, but Ctrl + Z brings them back.
  • While points are selected, the projector window shows the grid and its points too, so you can match them to the real object.

2Move points

A quad with a 5 by 4 mesh, its sides bulging out and its middle dipping
A 5 × 4 mesh: the side points pulled out, two middle points pulled down. The Test Grid bends with the points; the selected point is lime.
To…Do this
Move a pointDrag it. Shift keeps the move straight.
Select severalShift- or Ctrl-click points to add them (or take them out), or drag a box round them, starting outside the shape.
Move the selected pointsDrag one of them, or nudge with the arrow keys: 1 px, or 10 px with Shift.
Drop the selectionEsc.
A dashed box being dragged round some mesh points
A box dragged round points from outside the shape selects every point inside it.

3Rows and columns

A whole row of the mesh selected
Click a line between two points to pick them; click the same line again to pick its whole row (or column).
A new row and column added through the clicked spot
Alt-click inside the mesh: a new row and a new column run through that spot, and their crossing is selected.
The right-click menu of a mesh point
A point's menu, with four points selected: Reset 4 points resets them all.

4Grid size and Subdivide

5Straight, Smooth and Bézier

Between points sets how the picture runs from one point to the next.

The bent mesh in Straight
Straight: straight lines from point to point, for faceted objects. Each cell bends on its own.
The same bent mesh in Smooth
Smooth: one smooth curve through all the points, for round objects. No handles.
Bézier: a selected point with its handles, one dragged
Bézier: each selected point has handles you drag to bend the lines through it. Alt-drag moves one handle alone; right-click ▸ Unlink tangents for a sharp corner.
Nothing jumps. Switching from Smooth to Bézier gives every point Smooth's own curves, so the picture doesn't move; you then fine-tune with the handles.

6Soft selection and precision

7Reset, copy and paste

Older meshes. A mesh made before meshes followed the quad's perspective bends between straight lines of its corners. Its Reset to perspective tip says so; resetting it brings it up to date.

8A mesh on a 3D object

A real box is rarely perfect. Select any face of a 3D object and press M (or Warp with a grid): a grid covers every face at once. A point on an edge belongs to both faces, so the faces stay joined however you bend it.

A box whose front and right faces bend together along their shared edge
A point on the edge between the front and the right face dragged outwards: both faces bend, and the edge stays glued.

9Masks bend with the mesh

A mask that cuts a meshed surface bends with the picture, so a hole stays on the same part of the picture. Turn off the mask's Bends with the mesh to keep it fixed on the projector instead. See Masks on a mesh-warped surface.

A round mask bent along with the wall's mesh
The round hole bent along with the wall's mesh.

10Hints and tips

11When something looks wrong

You seeWhyFix
M does nothingThe shape isn't a quad or a circle: polygons, triangles and lines can't take a mesh.Use a quad for surfaces you want to bend.
“A corner is the quad’s…”The mesh's corners are the quad's own corners.Drag the corner itself; delete inner points instead.
“Select one point, or a whole inner row or column, to remove it”Delete removes one point's row and column, or one whole inner line.Select one point, or click a line twice for its row, then Delete.
Dragging one point moves othersSoft selection is on.Set it to off.
No Bézier on a 3D objectAn object's faces bend Straight or Smooth.Use Smooth, and add points where you need control.
No Mesh warp sectionSimple mode hides it.Open the inspector's More…, or switch to Advanced.

12Mouse and keyboard

ActionHow
Mesh on or offM
Move pointsDrag · arrows 1 px · Shift + arrows 10 px
Select pointsClick · Shift/Ctrl-click · drag a box from outside the shape · Esc none
A whole row or columnClick a line, then click it again
Add a row and a columnAlt-click inside the mesh
Remove themOne inner point selected, Delete
Bézier handle aloneAlt-drag the handle
MenusRight-click a point or a line