Heightmap [script]
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 From:  Mindset (IGNITER)
7547.65 In reply to 7547.64 
Yes, thank you Michael... at the risk of redundancy, I reiterate that Moi3D has given me more joy than any other intangible product since the Beatles; and for a baby-boomer that is saying a lot!

All the very sophisticated contributions bestowed by our extraordinarily vibrant community of users are also particularly significant.

However, there are potentially limitless possibilities that the iteratively import & export of Heightmaps could allow.
An example might be the inclusion of gradients in various blending modes clipped into layers that could influence the resulting surface in unimaginable ways. It is doubtful that anyone could predict the artful outcomes that our community might come up with through such means.

In any case, there is a particular heightmap challenge for which I am willing to pay some reasonable amount for a workable solution. Given a contoured, vertically symmetric, pseudo-cylindrical curvaceous surface... it is desirable to have a heighmap relative to a central vertical axis for which the output width would correspond to the varying surface circumferences. If possible, it would be preferable that the solution find the center point for each segment of calculation, rather than measuring surface distance from some predetermined linear axis. It would be acceptable to have the 'front' and 'back' 180° output separately. If someone is interested in undertaking this challenge, please message me.

I remain extremely grateful.
Many thanks,
-- Mindset

P.S.
A special salute to Max.
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 From:  bemfarmer
7547.66 In reply to 7547.65 
That sound quite a bit like unwrapping a cylinder...
- Brian
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 From:  Mindset (IGNITER)
7547.67 In reply to 7547.66 
@bemfarmer [That sound quite a bit like unwrapping a cylinder...]

Yes, it does need to be "unwrapped".
The result should be a displacement map rather than a transformed surface.
Obviously we are not considering a true cylinder which, by definition, would always be equidistant from its central axis (of course).

EDITED: 26 Feb 2018 by IGNITER

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