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Hi I have a question I want to make a textured roller in in Blender I followed a video tutorial (link below) when I get to subdivide and create a vertex group to assign the displacement image it affects the outside of the cylinder but also the inside of the cylinder which I want smooth I don't know how to separate the inside from being affected by the displacement image. I have an online folder with all the screenshots what it should look like and what I get. I included the blend work file and exported blend file as well as the displacement image at my online file account.

3D Printable Textured Rolling Pin Tutorial

https://www.youtube.com/watch?v=nyWY26Dd8R8

Work files and screenshot explanations located here :

My shared folder: https://www.mediafire.com/folder/mn8b59dxzsl74/TEXTUREROLLERWOODFLOOR

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    $\begingroup$ your problem my be that you've given a Solidify modifier to your object, so the inner faces will be affected the same way as the outter faces, so I guess you need to apply the Solidify, and remove the inner faces from the vertex group? $\endgroup$
    – moonboots
    Mar 28, 2021 at 19:29
  • $\begingroup$ Thanks moonboots I will try your method and let you know. Appreciate your help. Maybe more questions to come. Mike $\endgroup$
    – mnoona
    Mar 30, 2021 at 18:37
  • $\begingroup$ Hello I found the solution the version of blender 2.9 didn't have the apply button for the solidify modifier I reinstalled version 2.8 the vertex problem of separating it from the inside is solved now that the apply button for the solidify modifier is visible.thanks for your help. $\endgroup$
    – mnoona
    Mar 31, 2021 at 20:50
  • $\begingroup$ you have an apply button, it's the down arrow on the top of the modifier, or select the modifier and press Ctrl A $\endgroup$
    – moonboots
    Mar 31, 2021 at 21:10

1 Answer 1

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  • Create your cylinder with a reasonable amount of subdivision, (which will eventually separate vertex groups), and give it 2 vertex groups; mine are called 'Shell' and 'Rim', for convenience. You don't need to allocate to them: they're placeholders.

enter image description here

  • Give the cylinder a Solidify modifier. In the modifier there's an 'Output Vertex Groups' section. There, you can set 'Shell' to Shell, and 'Rim' to Rim. The resulting 'Shell' vertex group is shown on the left, 'Rim' on the right.

enter image description here

  • In this case, using a Vertex Weight Mix modifier, I added the 'Shell' group to the 'Rim' group. This was to isolate a region (the blue one, below) from the rim, which would displace more neatly. I have a Bevel (by angle) modifier below the Solidify, to harden the edges of the rim of the roller.

enter image description here

  • Now, you can aim the Displacement at the inverse of the mixed group, (using the little double arrow) to displace only in that outside region.

enter image description here

With this sort of result:

enter image description here

This keeps all your modifiers live. But, as @moonboots has commented, it may be simpler, for this project, to work more destructively, applying modifiers as you go along.

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  • $\begingroup$ Thanks Robin I will try your method and let you know. Appreciate your help. Maybe more questions to come. Mike $\endgroup$
    – mnoona
    Mar 30, 2021 at 18:37
  • $\begingroup$ @mnoona Sure.. if you don't get bits of this answer, I'll try to fix it. $\endgroup$
    – Robin Betts
    Mar 30, 2021 at 19:40
  • $\begingroup$ Hi Robin I found the solution the version of blender 2.9 didn't have the apply button for the solidify modifier I reinstalled version 2.8 the vertex problem of separating it from the inside is solved now that the apply button for the solidify modifier is visible.thanks for your help. $\endgroup$
    – mnoona
    Mar 31, 2021 at 20:51
  • $\begingroup$ @mnoona in 29x the apply button is in the dropdown (the little down-chevron) at the end of the bar immediately to the right of the modifer's name. $\endgroup$
    – Robin Betts
    Mar 31, 2021 at 20:54

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