ok a few things… your strap was not a closed surface, so you’d never be able to print it anyways… so… assuming we fixed that and it’s a closed surface-
make a material and map your displacement map in the color channel… this will allow you to visualize your texture and adjust it quickly without waiting for the heavy displacement to happen.
your texture is not seamless so it shows joints where it repeats… you’d need to fix that in photoshop… google “how to make a seamless texture in photoshop” there are tons of tutorials…
3rd… once you have your texture seams repaired, apply a guassian blur of about 6-9 pixels… your image has too much detail to make a decent displacement.
then apply it using these displacement settings.
Invert the image so it displaces correctly… black goes down, white goes up- set it grey scale…color doesn’t do anything here.
remember that displacement uses 1-0 1= max down, (black) 0= max up (white)
if you want the displacement to be centered over the surface (half displaces “in” half displaces “out” set you black point at -.5 and your white to .5. if you want deeper deeps… set it to -1 and higher high set it to 1.
you may need to up your mesh memory limit and your refine steps may need to come up a bit…
Pipe Surface with Displacement_kfix.3dm (1.8 MB)
then apply the displacement and visualize at the medium or low setting and make adjustments to repeats, height and so on… then crank it up untill it looks good.
then run extractrendermesh and send that out as an stl and print.
- your original surface is closed and has no naked edges.
-you may want to over displace a bit to account for sanding and finishing the part.
-you may want to test print a few smaller pieces at different displacement heights to calibrate your expectations of what number mean what level of detail.