How to apply any pattern for 3d printing in helmet

Hi, I am designing a helmet and i want to try out in it different patterns. How can i put different patterns in the uper surface for later print it?

I want to know how to do any type of design to apply it there like for example this ones that are more complex patterns

I attach the file with the mesh (408.6 KB)

I did something similar on a face mask…
Face Mask

If you use the QuadReMesh or TriReMesh components to get a coarse mesh of your helmet, you can use the Symmetry input to keep the mesh symmetrical and then apply Weaverbird’s Stellate component to put a spike on each mesh face and smooth it… (9.7 KB)

Applied to your mesh… (407.7 KB)

You can vary the length of the spikes using attractor points… So the “D” input for the Weaverbird Stellate component can take one value for every mesh face and you can vary these as a function of distance from one or more attractor points so you can have larger spikes in the centre, for example.

You can also do something similar with @Dani_Abalde 's PhylloMachine tools but using surfaces instead of meshes.

If it’s just for trying out different patterns I would rather do this in Rhino’s render / some other render engine using displacement. Then when you’ve decided on a design you like - start the process of creating it in Grasshopper.

You asked a similar question here:

Well … in helmets the big thing is the turbulence noise (unless you exclude motorcycles for your design). All that if we forget that notorious “golf ball” German attempt of the past (was rather stupid and kitsch).

So I would advise to go after decals instead of an actual deformation of Surfaces/Meshes.

For instance imagine this racing full face lid - where obviously smoothness/no gaps is the Holly Grail etc etc:

I want to use it for 3d printing to later do some test to see which one works better, so its not only a visual comparation

It’s right there in the video description:

Learn how to use displacement meshes for 3D printing and rendering in Rhino 7. Sub-object displacement and use of the Z buffer for 2D texture creation is also covered.