UV Map for Displacement Modifier

I have never really got hold on UV mapping. What would be the easiest way or do you know if there is some tutorial how to prepare a UV map to be used on the surface of this ring?

Basically I would like to create a surface based on the texture to the outer side of the Ring and 3D print this Ring model, see attached image. My plan has been to UV map only the selected part and use Displacement modifier and the black and white testure to create this surface.

@Miikka_Kangas

Hi and welcome to BA

Easiest way I find is like this.

Geometry node setup.

ring displacement map.zip (107.0 KB)

and some modifiers keep everything nice and procedural.

Hope that helps

Ah, I didnt spot this bit, This method will not work for 3d print…

Brb…

ring displacement map_for 3d print.zip (119.6 KB)

Have a look here

edit

Added only displace on outer faces…

ring displacement map_for 3d print1.zip (126.3 KB)

If you want to do it in a normal way, you can do it in the next process.

  1. Create UV Coordinates for Objects
    If you put the cylinder in front of you and untie the UV, it will fit the cylinder.

  2. Specify the area for the part where the effect will be applied

  3. Apply the effect

Thanks for the tips, I will take a look of these!

Node editor would be probably the best way to do this but I have pretty much zero experince with nodes so I will first try do this with “normal way”.

Welcome :tada:

Well… the simplest way would be to use cylinder which have alsmost perfect UV’s for this. If you inset the top and bottom faces, select the corner edges and bridge them then you will see the inner part has new UV’s which you might not even need. So you maye select and scale them down to zero and move the ones at the bottom down to y=0 and with some loop subdividing at the right positions and an addition subdivide modifier. Even if this “ring” looks more like a flowerpot… :sweat_smile:

Thanks for the tips. One more question to improve the displacement. I need to remesh the model in Blender to make the Displacement look good. Is there a way to make a more even/constant quads (even grid) when remeshing.

If I remesh with Blender Remesh tools this makes irregularities/holes in the final mesh when displacement is used. This is because I apply the UV mapping only for part of mesh.

gdg

It has Quad Remesh function.
If you need more effective features, you need to use Addon.

I tested this this way (quads) but unfortunately it doesn’t create even grid and is problematic when doing the UV mapping (align texture seamlessly).

I don’t mind paying 20-30 euros for addon. Is there some Remesh Addon that you would recommend for creating more even mesh with Quads? There seems to be quite some addons available and it is hard to say, which one would have this kind of functionality.

In my view, it’s a well-aligned result.
Auto Remesh is not perfectly aligned.
That’s why most people model manually.