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What would be the ideal way in order to achieve a shape like the model provided, using this sample displacement map?

I plan on using multiple tilable patterns to create models to 3D print, what would be the ideal solution?

Sample Model

Sample Displacement Map

These are the kindof textures I wish to use:

Example 1 Example 2 Example 3 Example 4

The reason I need this to be tilable as a height or displacement map is because I plan to apply it to objects that aren't simply a flat surface as if it was a texture file.

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    $\begingroup$ "using this sample normal map?" This is not a normal map, it is either a Displace, Bump, or Height Map. "What would be the ideal way in order to achieve a shape like the model provided?" Not using displace and modeling it with proper topology $\endgroup$ – Duarte Farrajota Ramos Feb 25 at 15:38
  • $\begingroup$ Can you give examples of the other tiles, complexity and resolution. $\endgroup$ – rob Feb 25 at 15:45
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    $\begingroup$ and that image is set of a blacks with varying transparency, the white in the middle is the white of the page behind it. $\endgroup$ – rob Feb 25 at 15:56
  • $\begingroup$ Sorry I meant to say displacement map, $\endgroup$ – Yoshihara Feb 25 at 16:21
  • $\begingroup$ imgur.com/UoiW8PF These are the kindof textures I want to use as displacement maps to achieve different surfaces. $\endgroup$ – Yoshihara Feb 25 at 16:21
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Here are 3 solutions:

Displace modifier (but it will be hard to get sharp angles, I guess Displace modifier is good to make more organic surfaces):

  • Unwrap your surface.
  • Give it a Subdivision Surface modifier with a Subdivisions value of 4.
  • Give it a Displace modifier. Choose Texture Coordinates > UV. Load your texture in the Properties panel > Texture (I've used one of yours and convert it to a DISP with CrazyBump), and select it in the modifier.
  • Put a second Subdivision Surface modifier below the Displace modifier.

enter image description here

Tissue addon:

  • Install the addon.
  • Create your pattern object, create your 3D surface.
  • Select your pattern object, then your surface.
  • Open the Tools panel > Create tab > Tissue, click on the Tessellate, choose the options you want, validate with the OK button.
  • You have a new object. You'll probably have to remove doubles.

enter image description here

You could also try Duplifaces but it won't work for every kind of pattern:

  • Select your pattern object, parent it to your 3D surface.
  • Select your 3D surface, go in the Properties panel > Object > Duplication > click on Faces, activate Scale and choose the Inherit Scale value. If your surface has a lot of faces you'll have as many duplications.
  • To make the object editable, press shiftctrlA.

enter image description here

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Use SVGs to create the geometry for the tilable surface.

There are several problems with the displacement approach:

The first is that the resolution of the image will play a crucial role in the shape: pixels are always square and terrible to describe diagonal lines or curves.

But even when using a with a very large image to drive the displacement on a highly subdivided mesh, the problem is going to be creating geometry that adjusts to the shapes on the image. You would still find some inaccuracies when the pixels in the image do not align with the vertices to be displaced.

Therefore I suggest using curves.

Trace the bitmap image in a vector drawing program like inkscape, illustrator or similar, so that you can create paths that conform to the shapes in the image. Save the paths as SVG

Then import the SVGs into blender, they will be curve objects. Give the curves some extrusion, or use the original images to drive the displacement.

enter image description here

enter image description here

You will get very precise borders with an adequate number of vertices that should 3D print nicely.

To create surfaces using the shapes you created

Join the curves into a single object, convert it to a mesh (Alt+C),

enter image description here

and then use the tissue addon, as suggested by @moonboots, to create a surface using your base object.

enter image description here

enter image description here

enter image description here

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  • $\begingroup$ Thank you! Sorry for the late reply but this is exactly what I've been trying to do since I got a few answers from this question. This is great, thanks! $\endgroup$ – Yoshihara Mar 4 at 8:51

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