Is it possible to "de-perfect-ify" a primitive?

Suppose I have a cube primitive that I'm using for a wall, or a wall prop from a PA product. Is there a way to apply some random imperfections to the wall so that it doesn't look like a perfect rectangular prism? Of course the texture with displacement/normal provides some degree of "bumpiness," but I kind of need something in the geometry so that the plaster coat doesn't look like it was applied on a perfectly smooth surface.

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,949
    edited 5:08AM

    displacement 

    subdivide it when creating, apply a displacement map 

    just some noise even, can tile separately if you choose image editor under the texture tab

    (just something I did in Gimp using the noise filter, not necessarily  suitable)

    bumpy wall tileable.png
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    Post edited by WendyLuvsCatz at
  • felisfelis Posts: 6,335
    edited 6:25AM

    If it is a wall, I would say a bump or normal map should be able to fake it, though displacement actually moves the geometry at the cost of  more geometry.

    Post edited by felis at
  • crosswindcrosswind Posts: 9,798

    If you have Mesh Grabber or Geometry Sculptor, you can firstly create / load a primitive cube with more denser mesh so as to make the rough effect that you want from geometry perspective.

    1. Ramdomly paint / drag on the surface of primitive by using Mesh Grabber or Geometry Sculptor. Then push or pull the gizmo to make bumpy effect (screenshot 1)
    2. Like what I roughly made in (screenshot 2)

    Alternatively, you also can make the effect in some software like Blender, then create a Morph.

    SNAG-2026-6-7-002.png
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    SNAG-2026-6-7-004.png
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  • jmucchiellojmucchiello Posts: 1,477

    Depends on how imperfect you want it. A dFormer can twist it into knots. Mesh Grabber/Geometry Sculptor can turn it into taffy. Bumps and normals are subtle.

    My fav is Gescon 2 (or 1). There's a randomness built into Gescon. Just union a cube with itself with smoothing.

    The image is before and after, default settings union the cube with itself:

    Untitled3.png
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  • Richard HaseltineRichard Haseltine Posts: 110,390

    You could also aply a Push Modofiier, add a weight node to it, and paint some bumps or dents on with the Node Weightmap Brush. This, and some of the other options like Mesh Grabber/Geometry Sculptor, do require more diviisiions in oeder to have anythng to move (dsplacement in DS 6 doesn't).

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