About this project
A small round container with a heightmap-textured surface. The shape is simple — the interesting part is the displacement, which wraps an image around the outside and pushes the mesh in and out according to its brightness.
Shape
Radius, height, wall and floor. That is the whole geometry. The Info panel reports the bore and the capacity in millilitres so you can size it against what is going in it.
The optional trim rings run around the top and bottom edge. They are off by default; turn them on and the trim tube radius becomes live.
Texture
The heightmap is an image, tiled around the body. Three controls decide what you get:
Tile size is how big one repeat is. Larger means fewer, bigger repeats — leather at 14 mm reads as leather; at 60 mm it reads as abstract ripples.
Intensity is how far the surface moves. This is the one to watch: the displacement pushes inward as well as outward, so on a thin wall a strong texture can eat most of the material. The design check keeps it within twice the wall thickness, which is conservative but keeps the shell honest.
Smoothing blurs the image before sampling. Turn it up to lose the fine grain and keep the large forms; turn it down for crisp detail, at the cost of needing more mesh to resolve it.
A note on cost
Refinement subdivides the mesh before warping, and each step quadruples the triangle count. At 5 that is a thousand times the base mesh, which is why this scene is slow to recompute and slow to export. Work at 2 or 3 while you are choosing a texture and only push it up for the final version.
Printing
Stands on the bed, no supports. The texture is the point, so print it in a matte filament and slow the outer perimeter — gloss and speed both hide the displacement. A 0.2 mm layer height is about the limit before the fine grain stops reading.