Visual sim Sculpting the ground Indented image Dimensions unbound Lacking in symmetry Extruded to 3D Meshes are now applied Tessellation alive Texturing in scaled grey Colourless and square Height map data source Protrusion has the node Serrated blade scanned Photogrammetry Knife-edged intuition Crafted from 2D Unbeveling edges Object comes to be Mold transgressive normals Chamfer vertices Edge or vertex info Lacking in true form Wedged in between faces Unsculpted below Shader compilation Plugged into the nodes Vector parameters Calculate the curve Pre-faced and pre rendered Covering source, UV Blackened map for the unseen White, the data molds geometry