.. _how_does_it_work: ########################## How does it work? ########################## Understanding how the add-on works may help you debug any issues and do :ref:`contact us` if you have any questons. #. The add-on first takes a look at the corners you have selected on the :ref:`Source Grid` and the :ref:`Target Surface`, and then uses this information to create a separate special grid-shaped UV map on the :ref:`Target Surface`. It is important the corners on the Source and Target grid objects match because the add-on uses this information to determine which is the 'top left' corner for the UV Map: .. figure:: images/uv_grid.jpg The special UV Map is created on the :ref:`Target Surface`. #. With this special UV Map, it creates a new blank object and adds a custom Geometry Nodes modifier to it which maps the :ref:`Source Object` and the :ref:`Target Surface`. The :ref:`Source Grid` is used at this stage as a reference so that the relative position of a vertex on the Source Object can be located on the Target Surface using the UV Map, a little like a regular 2D texture would be mapped. .. figure:: images/vertex_mapping.png This images shows a red line where a single vertex is mapped from the Source Object: It takes the relative position on the Source Grid, and then uses this to calculate the relative position on the Target Grid. The add-on does this for each vertex. .. warning:: Because of this method, adding modifiers like the Array or Solidify modifier on top of the Target Surface may create overlapping UVs that the add-on cannot process, which may result in empty objects. Hopefully in the future the UV Map generation can be handled by Geometry Nodes, which would make it more flexible. #. Once this is done, the new object is added to the Blender scene. The Geometry Nodes modifier has then some :ref:`additional settings` that you can change. If you have any questions issues do not hesitate to get in touch via `info@configurate.net `_.