Procedural Texture
Heightmap displacement from the shared texture library (the same Simple kernels, Pattern generators, SVG tiles, and raster images as Texturize and G-code Pattern texture). Pick a tile, then tune amplitude and tiling. Sampling math matches Bump Map, plus a Smoothing control that blends toward neutral mid-gray.
Parameters
Texture- Library heightmap (
kernel:…,pattern:…,svg:…, orimage:…). Luminance is height. Search and filter by Simple / Pattern / SVG / Image. Amplitude- Maximum displacement in mm (0–20). Controls the overall strength of the image-based texture.
Tile U- Tiling repetitions around the circumference (0.1–10). Higher values repeat the image more times horizontally.
Tile V- Tiling repetitions along the height (0.1–10). Higher values repeat the image more times vertically.
Offset U- Circumferential image shift (\u22121 to 1). Slides the texture horizontally.
Offset V- Vertical image shift (\u22121 to 1). Slides the texture vertically.
Twist- Diagonal skew for a spiral mapping effect (\u22122 to 2). Creates a helical wrap of the image around the object.
Smoothing- Blends toward zero displacement (0–1). At 0, the full image contrast is used. Higher values reduce contrast, pulling all values toward the mid-gray neutral point for subtle textures.
Invert- 0 = normal. 1 = inverted.
How It Works
The selected library tile is rasterized on the main thread into a packed grayscale buffer and sampled in the Mesh Sculptor worker. UV mapping, tiling, twist, and invert match Bump Map. Smoothing interpolates each sample toward 0.5 (neutral) before displacement.
At Smoothing 0, Procedural Texture behaves like Bump Map. At Smoothing 1, the heightmap has no effect. Values in between reduce relief contrast.