Context: I modeled a phone stand on Fusion 360 with the purpose of 3d printing it. I want to add texture to the object so it looks like wood.

Here are my steps:

  1. Import STL file into Blender
  2. Remesh in Voxel mode
  3. Select all in the mesh (pressing A)
  4. UV -> Smart UV Project (http://is.am/5zwh)
  5. Add a displacement modifier
  6. Create new texture from an image (for the displacement)
  7. Change coordinates to UV and select the created UV Map
  8. Set a strength, and then I have a nice object where every face has the surface:

enter image description here

Say I want this texture to be applied to only some parts of my model. For instance, I don't want the texture to be applied to the base of the object, or to the faces inside the whole.

How do I tell blender not to apply any texture to a set of faces, or to a specific uv mapping island?

  • $\begingroup$ Apart from the abswer given by @moonboots you have to know about materials that you can render objects without any material on and they will show up in this white/light grey. But as soon as you put a material on it, everything will get this as default material. And you can assign materials to certain faces, but once there is a material on the object, the unapplied faces can no longer have no material, they will either show the now new default material or you have to give the object a second material and assign those faces to the second material. $\endgroup$ Mar 6 at 10:34

1 Answer 1


You can use Coordinates > UV in the Displace modifier, then you can either use Vertex Group in order to assign the displacement to the vertex group you want only, or don't use vertex group but in that case you need to have the 2 textures into the same image and place the UV island over the correct part of the image.

enter image description here


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