I'm trying to follow this Youtube tutorial about convert a material displacement input into a mesh for 3d printing.
This works by outputting the displacement as a .exr file which is used in a
I can get this to work on a flat plane, but when I try to add the
Displace modifier to a UV sphere, I get some weird artifacts. I think this is related to normals, since the weirdness happens in the XYZ direction.
Here it is looking alright when using the material displacement output:
And here's the strange behaviour. You can see that in +X/+Y/+Z the displacement is going the right way, but in -X/-Y/-Z it is inverted, with the cross section having pretty much no displacement.
And here's what the rendered unwrapped texture looks like, if that helps.
I don't know if you need to know any other settings, let me know and I'll add them!
Edit: I've recreated the problem with a very simple texture applying convex lumps to a ball - you can see that the lumps are concave on the reverse side. The .blend file is at the bottom.