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Plant Pot - Canmore Mountain Panorama — image 1
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Plant Pot - Canmore Mountain Panorama

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Outer pot for a 101mm x 111mm plant pot liner, embossed with a panorama from Canmore, Alberta made in Blender.

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Updated at source:

Model information

Category
Home Decor
License
Creative Commons — Attribution

I'm not an expert, but this worked for me.

Steps to Create

Render the Panorama Distance Map

  1. Create a terrain mesh using the GIS add-on for Blender

  2. Place a camera where you would like to take the panorama

  3. Scene -> Properties -> Render Properties -> Set "Render Engine" to "Cycles"

  4. Camera -> Properties -> Data ->

    1. Set "Type" to "Panoramic"

    2. Set "Panorama Type" to "Equirectangular"

    3. Make sure the end plane is high

    4. Tune the latitude min and max

  5. Camera -> Properties -> View Layer

    1. Check Data -> "Depth"

  6. Compositing -> 

    1. Add a "Normalize" node

    2. Connect "Render Layers" "Depth" to the Normalize node input

    3. Connect the Normalize output to the Viewer

      1. (There's a way to do this with File output, but I just did the viewer)

  7. Properties -> Output -> Tune the output size

  8. Render the scene and view the "Viewer Node" through the image viewer

  9. Export the image from the viewer node

  10. Adjust in an image editor, in my case:

    1. Inverted the color

    2. Tuned the levels

    3. Mirrored the panorama

    4. Tiled some margin on the left and right by copying the opposite side so there was no seam after changes

    5. Blurred the bottom half to soften the slope

    6. Added text

Emboss the Model

I've attached the .blender but here's the steps I followed.

  1. Open the base model in Blender

    1. Here's the pot in OnShape

  2. Edit Mode -> Mesh -> Triangles to Quads

  3. Assign the outside wall to a vertex group

    1. Can be easier to use edge loops and Y to separate the top and bottom then ctrl-L on the middle

  4. Re-merge by distance

  5. Mark sharp edges as creases with Shift+E 1

  6. Select the outer shell group and unwrap the UVs with a cylinder projection

  7. Size the UVs' height to fit the rendered texture

  8. Add a Subdivision modifier

    1. Simple, 1 or 2 while working, ~3 for final

  9. Add a Smooth modifier (this might be useless)

  10. Add a Displace modifier

    1. Add the render as the texture

    2. Coordinates: UV, Strength: 2.5,  Midlevel: 0

    3. Select the outer shell Vertex Group

  11. Add another Smooth modifier

    1. Factor 2, Repeat 2

    2. Select the Vertex Group

  12. Add a Decimate Modifier

    1. Planar, Angle Limit: 0.5

  13. Export the model and slice

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