I'm truly impressed, I'm a former Maya guy and kind of ussed to the
cgtalk.com respons kind. Normaly most of it isn't very helpfull or vage, at least it sallows by the quality of your responses ;-).
Thanks a lot, I did expect something but I didn't expect this much :-).
I do got some result on the melt SOP, witch commes close to the result I got in mind.
But altho I don't know anything about it yet, ‘nobodyinparticular’s' idea of using the ‘capturelayerpaint sop’ sounds very promissing. I think its the exact amount of control I'm looking for.
@ ‘nobodyinparticular’:
Can you give me an briefly introduction in how your setup works, because I can't discover how to control it at al.
The setup I got so far does work but the main problem lies in the nop's (the grip profile things on the tire) are deformed to in a way I do not really like. This tire according to the nop's is build using a tire shape and duplicated nops. I got 3 differend nops and they got duplicated using several duplicate and transform nodes.
As shown below:
Basic tire shape:

Tire + nops

Deformed tire

Deformed tire + nops (There is a smooth SOP down de line, please ignore that part ;-)

Based on the lessons I've seen at 3dbuzz I think the best way to solve this is let the nop's follow the deforming tire without deforming them selve.
I can imagine a way to do this is distribute points on the tire surfase witch can be used to instance/copy particle what ever the nop's, but in a way the profile scheme keeps in place. Would be wonderfull if we could easly adjust these this scheme as my goal has been to create a easy highly customiseble digital asset.
Minnor point off intressed, I have no cluw how to accomplish this ;-)
Any suggestions?