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  1. New version of #HeightSmith. Alexander Klemm requested polar projection not only for the aztec layer, but for other layers too. That is now implemented, please play around with it. This is ... complex ... 😏

    Explanation:
    Thirteen of the hard-surface layers can now be wrapped round a centre: rings and sectors instead of a square grid.

    - The switch sits in a new Projection block at the top of the layer card, and only on layers where the result is worth having. A round module wrapped round a centre would only become a crescent, so those do not offer it at all.
    - Centre, disc radius and hub radius place the disc. The hub is not only a look: towards the middle of a disc the cells converge until they are narrower than a pixel, so a blank middle is what keeps the edges from turning to flat grey.
    - Ring density, in three zones, decides how the cells are distributed from hub to rim - square cells everywhere, or a middle deliberately thinned out the way real saucer plating is. Even ring count holds one count over the whole disc instead, which removes the rings a changing count leaves behind and suits a strict lattice such as Hex Grid.
    - The pattern closes where it meets itself going round the disc. The disc as a whole still cannot tile, since it has no periodic edge.
    - The documentation has a new chapter that spells out how Columns, Rows and Ring density combine to decide what you actually get.

    The thirteen: Greeble Panels, Window Lights, Circuit Traces, Pipe Runs, Truchet Conduits, Box Scatter, Vent Louvres, City, Hex Grid, Tech Tiles, Bars & Slats, Knurling, Hazard Stripes. Aztec Hull Panels keeps its own, deeper polar mode and is unchanged.

    Edit: Sorry, forgot the link ... :)
    hs.xanathon.com

    #Blender #C4D #Heightmap #displacement #3drender