The Wrap It operator needs an active object selected to work and can also operate on multiple objects selected.

Clicking on the operator will show you the popup menu shown in Figure 1. Once you have the settings you want you can press the OK button to confirm the operation. You can then press F9 anywhere in the viewport to further edit the settings. Learn more about the F9 hotkey and the redo panel in this page.

Here are the operator properties and what they do:

Mesh Offset

This offsets or inflates the wrap mesh. This has the effect of stretching the wrap surface between objects.

The wrap mesh is a mesh generated by the add-on. It copies the overall shape of the selected object(s) and is then added with modifiers that makes it stick to the surface of these objects.

SWrap Offset

The offset of the shrinkwrap modifier added to the wrap mesh. This comes after the offset effect using the Mesh Offset property.

Wrap Method

Wrap method for the shrinkwrap modifier. It originally has four but I only included the Nearest Surface Point, Nearest Vertex and Target Normal Project because it is the most optimal for the add-on.

Wrap Mode

Wrap mode for the shrinkwrap modifier. This determines if the points or vertices from the wrap mesh will stick above or below the surface of the selected objects.


Determines how to increase the resolution of the wrap mesh creating more points for the shrinkwrap modifier to work on. Using Subdivision will add a subdivision modifier to the wrap mesh and Remesh will add the remesh modifier instead.

Subd Level

This only shows up when you use Resolution: Subsidivision and determines the amount of subdivision to use.

Voxel Size

This only shows up when you use Resolution: Remesh and determines the voxel size for the remesh modifier. Higher values means lower resolution and lower values will generate increased resolution.

This modifier property can go to 0.0001 minimum value but is minimum capped at 0.01 to avoid going lower and causing freezes. You can go lower than the soft minimum by entering a manual value but be careful.


The strengh of the smoothing applied to the wrap mesh.

You can normally just use 0-1.0 and just modify the Repeat property to amplify the smooth. Higher or lower than 0 values will generate the splash effect if you are using the Post Remesh toggle.


How many times the smoothing will be applied to the wrap mesh.


This limit dissolves the generated shrinkwrap target object generated by the add-on to make the shrinkwrap modifier faster post operation. Use zero to disable this effect.

Add Shader

Adds a simple see through shader to the wrap mesh. This will create a material called " plastic_wrap" which if it already exists will be reused and assigned to the new wrap mesh you will make.

You can modify this material so future wrap meshes will have a common material to use.

The material search is done by name so if you want to make a particular wrap mesh material unique then just duplicate and rename it as shown in Figure 13. This can be done in the shader editor window.

Post Remesh

Adds a remesh after the subdivision or remesh modifier and the shrinkwrap modifier. This makes the topology even which also helps when creating the web or net effect using the Wireframe toggle.

This also softens the mesh when using subdivision for resolution, helping clean out the sharp edges while preserving the crumpled plastic effect.

Voxel Size

determines the voxel size for the remesh modifier. Higher values means lower resolution and lower values will generate increased resolution.


This is the second smoothing property and only appears if you use Post Remesh. This helps smooth out the remeshed mesh.

This smoothing comes after the shrinkwrap modifier so be tactical with the strength and iteration so the wrap mesh does not overlap with any of the surfaces underneath.


How many times the smoothing will be applied to the wrap mesh.


Adds a wireframe modifier to create a net or web effect/look. This modifier is added last in the stack.

Wire Thickness

This determines the thickness of the wireframe. You can use this to create a net/effect or even cloth if using increased resolution using Post Remesh.

Basic Workflow

The add-on can work on single or multiple objects selected. It works best for geometry that is not smooth and have extruded details, using multiple objects can provide these is pointy details even if they're comprised of simple primitives.

The operator needs an active object from the selection in order to work.

The result is partly non-destructive since you can still control the wrapping effects using the unapplied modifiers after the operation.

The script creates a single mesh from the selected object and uses this as the target object for the shrinkwrap modifier. It is then removed from the scene but saved in the blend file via a fake user.

The add-on will be slower on higher resolution objects but you can create a duplicate of these objects and simplify their geometry without affecting their overall shape before using the add-on.

You can move the selected objects around without affecting the wrap mesh. However, the wrap mesh will stay in its place because its shrinkwrap target mesh is invisible and cannot be moved.

To move the wrap mesh around, you need to finalize the shrinkwrap effects and then convert it to mesh using the W specials menu using the W hotkey in object mode in the 3D viewport.

These are the inner workings of the add-on, now all you have to do is play around with some basic meshes to familiarize yourself with all the properties or settings when using the add-on.

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