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: 41,376
    edited June 7

    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 on
  • felisfelis Posts: 6,467
    edited June 7

    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 on
  • crosswindcrosswind Posts: 10,104

    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: 1,905

    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: 111,093

    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).

  • richardandtracyrichardandtracy Posts: 7,956
    edited June 8

    Bump & normal maps can make things look textured too. That's what I did for the foundation slab for the bridge below:

    I tried to use displacement, but didn't have enough geometry, so that's not visible. The settings are in the freebie (here) and the textures are CC0, so can be used for other things.

    Used the same technique with the mile-long bridge here:

    Regards,

    Richard

    Post edited by richardandtracy on
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