# How to create a beveled "blades" that follow the shape of a 2D image?

The picture below is from the opening animation of a Brazilian news program called "Bom Dia Brasil".

I really liked the beveled lines creating the country boundaries.

My interest is how that could be made by using a "dynamic" approach. I mean, imagine the country boundaries being replaced by a human face or other image, working like the "base shape".

With my current knownledge I can only think using displacement or maybe node geometry.

The full animation is here: https://www.youtube.com/watch?v=ZCVvHufdl6g&ab_channel=GuilhermeSantos

• "With my current knownledge I can only think using displacement[...]" - and why it doesn't work? Dec 17, 2021 at 0:11
• @MarkusvonBroady I included the link for the full animation. I can't figure out if the displacement would be a good option because of the individual animation of each "line". It make sense? Dec 17, 2021 at 0:40
• Why do you say that it's bevel? I seems like displacement to me. Dec 17, 2021 at 6:01
• @mqbakamqbaka Yep. Technically, "displacement" seems more correct indeed. In a more generic domain, I was looking for an English term to describe it, as "bevel" or "groove". Dec 17, 2021 at 19:54
• Jun 12, 2022 at 10:55

## 1 Answer

1. Get a mesh object shaped like a world map. Maybe download an SVG world map from the internet, there are plenty around, import it and convert to a single mesh object.
2. Create a simple mesh plane oriented vertically.
3. Add just both top vertex to a new vertex group, leaving the bottom ones out.

1. Add two Array modifiers in X and Y axis so you end up with multiple long, paper thin strips, big enough to cover the world map, and dense enough to have the desired degree of detail.
2. Add a Vertex Weight Proximity modifier to your mesh plane, point to the previously created vertex group and to the world map object as target.
3. Set geometry to Face and adjust the values of lowest and highest according to your mesh and scene scale. In this case, to achieve an elevated land mass you'll likely have to set a Highest value lower than the Lowest.

1. Add a Displace modifier to the plane, set it to either whichever local axis is pointing upwards, or global Z axis, depending on the orientation of your plane object.

Optionally add a Solidify modifier if you want to add some thickness to the blades, preceded by a Bevel modifier if you want smooth rounded corners for the height transitions in the blades.

• Omg. Speechless. Dec 17, 2021 at 14:11
• This is a great example for the VeryexWeightProximity modifier! Dec 18, 2021 at 0:46
• Dec 19, 2021 at 22:28