Is it possible to "de-perfect-ify" a primitive?
cheard
Posts: 131
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
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)
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.
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.
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:
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).