**RIB WRANGLING SCRIPTS**

Kettle Main Body ModelKettle Handle ModelKettle Base Stand |
Kettle Spout ModelKettle Cap Model |

Tea Cup Model |
Metal Fractal Displacement Shader |

**TEXTURE MAPS**

**Front Design Relief + Fractal Displacement Shader**

Linen Cloth Shader |
Wood Table Top Shader |

**TROUBLESHOOTING**

The expression below calculates distance on a square plane. The UV of the square plane is 1 unit x 1 unit, therefore a circle within that square would have a radius of 0.5 units. Since I need to "cut out" two circles, I therefore have an inner and outer distance. As a presence map works, a value of 1 (white) equals visible geometry, and a value of 0 (black) equals no geometry. If the distance is less than the given radius float input, then the outcome is 1 for the outer circle, or 0 for the inner circle.

The two expressions for the circles can then be merged through multiplication.

The two expressions for the circles can then be merged through multiplication.

**Expression for Hole**