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Textures
Textures add surface detail by displacing vertices inward or outward. Multiple textures can be combined for complex effects.
The toggle next to the Textures header is a master switch. It starts off. You can set up individual textures first (their toggles remember their state), then flip the master on to see the result. Turning the master off hides all textures without changing individual settings β like a power strip.
π‘ Textures stack additively. You can combine multiple textures for complex effects β e.g. Fluting + Simplex for fluted panels with organic texture.
Smooth sine-wave grooves running up the vase, like a fluted column. Clean, architectural look.
| Control | Description |
|---|---|
| Count | Number of flutes around the circumference (3β60) |
| Depth | How deep the grooves cut (mm) |
Flat-topped rectangular pillars separated by sharp-edged channels. A square-wave version of Fluting β produces a columned or castle-parapet look instead of smooth grooves.
| Control | Description |
|---|---|
| Count | Number of pillars around the circumference (3β80) |
| Depth | Channel depth in mm |
| Duty | Pillar-to-groove ratio. Higher = wider pillars, narrower channels. 0.5 = equal widths |
| Sharpness | Edge transition. 1 = perfectly square edges, 0 = rounded/beveled |
π‘ High pillar counts require high radial resolution. With 80 pillars, set radial resolution to 400+ for clean square edges.
Smooth outward lobes with a soft cosine profile. The opposite of Fluting β bumps go outward instead of grooves going inward. Creates a gentle scalloped look.
| Control | Description |
|---|---|
| Count | Number of wave lobes around the circumference (3β60) |
| Depth | How far the lobes protrude outward (mm) |
| Duty | Gap between lobes. 0 = lobes touching, 0.9 = narrow lobes with wide flat gaps |
Semicircular pillars going outward β like cylindrical rods attached to the surface. Sharper profile than Waves, with a true half-circle cross-section and flat channels between.
| Control | Description |
|---|---|
| Count | Number of rods around the circumference (3β60) |
| Depth | Rod height outward (mm) β also the rod radius |
| Duty | Gap between rods. 0 = rods touching, 0.9 = narrow rods with wide flat gaps |
Vertical Fluting, Vertical Square Flute, Vertical Waves, and Vertical Rods are horizontal-band versions of their circumferential counterparts. Instead of running up the vase, these textures wrap around it as horizontal rings or bands.
- Vertical Fluting β horizontal cosine grooves (bands up the height)
- Vertical Square Flute β horizontal flat-topped bands with rectangular channels
- Vertical Waves β horizontal cosineΒ² lobes going outward
- Vertical Rods β horizontal semicircular bands going outward
Each has the same Count, Depth, and Duty sliders as its circumferential counterpart. Count starts at 1 (useful for a single decorative band). Combine a circumferential texture with a vertical one for cross-hatch effects.
π‘ Try Fluting + Vertical Fluting together for a woven grid, or Rods + Vertical Rods for a bumpy lattice.
Interlocking horizontal and vertical bands that alternate in/out, mimicking woven material.
| Control | Description |
|---|---|
| Bands | Horizontal divisions |
| Waves | Vertical divisions |
| Depth | Amplitude of the weave (mm) |
Smooth, organic noise using fBm (fractal Brownian motion). Creates terrain-like, cloudy, or coral-like surfaces depending on settings.
| Control | Description |
|---|---|
| Scale | Feature density (larger = more features) |
| Depth | Displacement amplitude (mm) |
| Octaves | Layers of detail (1=smooth, 6=craggy) |
| Persistence | How much each octave contributes (lower=smoother) |
| Lacunarity | Frequency multiplier between octaves (higher=finer detail) |
| Seed | Random seed for different patterns |
π‘ Suggested starting point: Scale 10, Depth 1.5, Octaves 3, Persistence 0.5, Lacunarity 2.0.
A bumpy, irregular surface texture. Uses simplex noise to perturb groove positions, creating an organic stippled appearance.
| Control | Description |
|---|---|
| Count | Number of grain lines around the circumference |
| Depth | Groove depth (mm) |
| Wobble | How much lines meander side-to-side (0=straight, 1=wavy) |
| Sharpness | Edge hardness (0=soft grooves, 1=sharp lines) |
| Seed | Random seed for different grain patterns |
Use any SVG image as a displacement map. The image is converted to grayscale and used as a depth map: black = full depth groove, white = no displacement, gray = proportional depth in between. This means grayscale SVGs produce multi-depth relief effects β useful for subtle, layered textures.
| Control | Description |
|---|---|
| Load SVG | Open an .svg file from your computer |
| Save SVG | Download the current pattern as a clean .svg file for reuse |
| Paste SVG | Open a dialog to paste SVG code or CSS code from pattern sites (Hero Patterns, Pattern Monster, etc.) |
| Rotate / Flip | Small buttons next to the thumbnail β rotate 90Β° CW, flip horizontal, or flip vertical. Transforms are saved with the design |
| # Tiles Around | Number of pattern tiles around the circumference |
| # Tiles Vert | Number of pattern tile rows up the height (fractional values OK) |
| SVG Size X / Y | Motif size as % of tile cell. 100% = seamless tiling. Below 100% = gaps between motifs with smooth fade edges. Above 100% = motif stretches beyond the cell (useful with Vert Move to extend coverage). Reset button sets both to 100% |
| Rotate | Uniform rotation for all tiles (0β360Β°) |
| Rand. Rotate | Max random tilt per tile. β» button re-rolls the random pattern |
| Rand. Size | Max random size variation per tile. β» button re-rolls independently |
| Mirror Alt. | Flip every other tile horizontally (checkerboard mirror pattern) |
| Vert Spacing | Distance between row centers (% of vase height). 0 = auto (rows evenly divided). Increase to spread rows apart, decrease to pack them closer |
| Vert Move | Shift all rows up/down the vase (% of vase height, -50% to 100%). Negative values shift down. Use with SVG Size Y > 100% to stretch the motif to cover the full vase |
| Around Move | Shift all tiles around the circumference (% of cell width). Useful for positioning motifs on flat faces of non-circular shapes like Square or Rectangle |
| Stagger Rows | Shift alternate rows horizontally (% of cell width). 50% gives a brick-like offset |
| Invert SVG | Swap which areas are grooves vs. ridges |
| Raised | When on, pattern protrudes outward instead of indenting inward. Eliminates the lip at tile edges that occurs when using Invert on mostly-white SVGs. Depth slider becomes Height |
| Depth / Height | How far the pattern displaces (mm). Label shows Depth when indenting, Height when Raised is on |
| Cutout | Punch holes through the wall at dark areas (see Cutout Mode below) |
π‘ For individual motifs (e.g. a leaf): set # Tiles to your desired count, reduce SVG Size X/Y below 100% for spacing, use Vert Spacing + Vert Move to position rows. Use high-contrast black/white SVGs for clearest patterns. Increase Resolution for fine detail.
Pattern Maker is a free companion app that generates seamless tile patterns as SVG. It offers 12+ pattern types including Voronoi, Truchet, Circle Packing, Masonry, Reaction-Diffusion, Rorschach, and more. Generate a pattern, export the SVG, then paste it into VaseMaker using the Paste SVG button.
You can also use SVGs from other sources: Hero Patterns, Pattern Monster, SVG Repo, or any SVG editor like Inkscape or Illustrator. Just paste the SVG code or load the .svg file.
SVG Pattern has a Cutout toggle that punches holes through the vase wall, creating lattice or perforated designs. Instead of displacing the surface, cutout removes triangles entirely and seals the hole edges with connecting walls.
- SVG Pattern Cutout: dark areas become holes, white areas stay solid. Use high-contrast black/white SVGs for clean cutouts. Grayscale areas fall in the threshold transition zone and produce ragged, unpredictable hole edges
- Cutout holes are automatically suppressed in Smooth Zones to keep the base and rim solid
- Higher Resolution produces smoother, rounder hole edges. At low resolution, holes will look blocky
- Wall Thickness must be > 0 (shell mode) for cutout to work
π‘ For round or organic hole shapes with SVG cutout, use 150+ vertical and 200+ radial resolution. The hole boundaries follow the mesh grid, so more polygons = smoother curves.
Smooth Zones suppress all surface effects (textures and cutout holes) near the base and/or rim. This creates clean, solid bands at the top and bottom while keeping the textured middle.
| Control | Description |
|---|---|
| Base % | Height percentage from the bottom that is kept smooth (0β100%) |
| Rim % | Height percentage from the top that is kept smooth (0β100%) |
| Base Fade | 0% = hard cutoff at base zone edge. 100% = gradual smoothstep blend across full base zone |
| Rim Fade | 0% = hard cutoff at rim zone edge. 100% = gradual smoothstep blend across full rim zone |
Base and Rim percentages automatically adjust so they never exceed 100% combined. Smooth Zones do not affect the profile curve, shape, or twist β only textures.
π‘ Use 5β10% base and rim with 50β100% fade for a polished look. Essential for cutout designs to keep the vase structurally sound at top and bottom.