I'm trying to create a model for 3D printing which needs many small bumps on it, meaning it needs to be in the physical model and not just as a bumpmap. Any tips on how I could create consistent bumps to my model?
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2$\begingroup$ you can use a Displace modifier then apply it, or even create random bumps with Mesh > Transform > Randomize, it depends a bit on the kind of object actually $\endgroup$– moonbootsCommented Jul 9, 2021 at 10:39
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$\begingroup$ Here is a tutorial that shows how to use a displacement map at 7:11. A displacement map is like a bump map, but it actually changes the geometry. $\endgroup$– JeppeCommented Jul 9, 2021 at 10:47
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1 Answer
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Geometry nodes solution (if you want regular bumps):
or a bit more randomized (scale + position)
This is an example of a sphere with some modifiers on it:
result:
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$\begingroup$ @VDESC I haven't got a 3D printer, so I'm not sure about details... but to print it you of course have to apply the modifiers so that they become "real" geometry. And for the Geometry Nodes solution, if you apply it the small spheres will also have faces inside the big sphere, I don't know if this is a problem for 3D printing. $\endgroup$ Commented Jul 9, 2021 at 11:22
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$\begingroup$ @VDESC Just a quick thought: for the Geometry Nodes solution, if you use a Mesh > Boolean node set to Union instead of the Join Geometry, the small spheres will not continue inside the big sphere, this might be better for 3D printing. $\endgroup$ Commented Jul 9, 2021 at 11:40