Blender Shader, Texture Coordinates & Magic
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 From:  Michael Gibson
8250.2 In reply to 8250.1 
Hi Ced, usually that type of patterned surface bumpy textures are better to do in a rendering program like you show there and not with CAD geometry which MoI is focused on. So I'd recommend doing those in Blender, not MoI.

The closest thing in MoI would be to make a pattern on a flat surface and use the Transform > Deform > Flow command: http://moi3d.com/3.0/docs/moi_command_reference8.htm#flow

- Michael
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 From:  Ced (FRACTIONALIST)
8250.3 In reply to 8250.2 
Great, appreciate that advice, funny I want to unpack Rhino5, Silo & Blender and move everything into Moi ha-ha!
Will try your suggestion - thank you
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 From:  Michael Gibson
8250.4 In reply to 8250.3 
Hi Ced, there isn't really any one single 3D program that does every kind of 3D modeling, there are a lot of different technologies that are used and each technology tends to be suited for particular kinds of models.

The technology that MoI is based on works really well for objects built from 2D profile curves with things combined using booleans, like mechanical parts. It's not as good of a fit for organic lumpy bumpy things though. Usually MoI is just not the right tool for that type of job.

Another set of programs that might be useful for you are ZBrush or 3D-Coat.

- Michael
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