# Adding ridges to a non-flat surface

I'm trying to model this vase

It's 10-fold radially symmetric, so I

1. model half of one "face" (shown below)
2. apply mirror to get the entire face
3. apply subdivision for smoother look
4. array 10-fold around an empty rotated by 36 degrees

which gets me here:

However I still don't know how to add the ridges visible in the reference image. There are a plenty answers on adding ridges on Blender SO, but it's usually in cases when the surface is rather simple, for instance circular.

1. I can imagine some tool like bridge edge loops except bridging with an object pattern rather than flat faces and then use that with the two loops highlighted on the one half image above.
2. Alternatively I could somehow array a cylinder along the left edge loop (although that wouldn't adjust their length and angle properly, in order to reach the other edge loop perfectly).
3. Finally, I could use some tool to subdivide the faces between the two edge loops into height-wise equispaced faces and manually extrude every 2nd along normals. Unfortunately I'm not aware of any tools to achieve equidistant subdivision.

One requirement I have is that the ridges have to be seamlessy merged with the body, since I'm using a transparent material and internal faces would cause weird reflections. Additionally, the ideal solution would be procedural (modifiers) but a destructive one would also work for me.

• What about a procedural displacement (or bump) shader? Jun 15 at 21:27
• I didn't think of it (new to blender). Would it simulate the caustics correctly (or at least plausibly)? Wouldn't it require some UV mapping wizardry to make it space correctly on this strip of faces? How would I go about it? Jun 15 at 21:32