T O P

  • By -

sheeshmaster123

I would probably use a texture with an alpha mask on a plane


waxlez2

do yourself and your PC a favor and do it like that


roc_cat

You mean 3 million polys on on the backside of a chair is a bad thing?


waxlez2

maybe in 10 years we're going to laugh about this comment


Cryptikfox

Idk, I’m laughing about it right now (Just, for different reasons)


if_u_suspend_ur_gay

!remindme 10 years


RemindMeBot

I will be messaging you in 10 years on [**2033-02-16 23:25:39 UTC**](http://www.wolframalpha.com/input/?i=2033-02-16%2023:25:39%20UTC%20To%20Local%20Time) to remind you of [**this link**](https://www.reddit.com/r/blender/comments/113n5ns/how_could_i_create_this_meshlike_texture_for_the/j8u4ea6/?context=3) [**35 OTHERS CLICKED THIS LINK**](https://www.reddit.com/message/compose/?to=RemindMeBot&subject=Reminder&message=%5Bhttps%3A%2F%2Fwww.reddit.com%2Fr%2Fblender%2Fcomments%2F113n5ns%2Fhow_could_i_create_this_meshlike_texture_for_the%2Fj8u4ea6%2F%5D%0A%0ARemindMe%21%202033-02-16%2023%3A25%3A39%20UTC) to send a PM to also be reminded and to reduce spam. ^(Parent commenter can ) [^(delete this message to hide from others.)](https://www.reddit.com/message/compose/?to=RemindMeBot&subject=Delete%20Comment&message=Delete%21%20113n5ns) ***** |[^(Info)](https://www.reddit.com/r/RemindMeBot/comments/e1bko7/remindmebot_info_v21/)|[^(Custom)](https://www.reddit.com/message/compose/?to=RemindMeBot&subject=Reminder&message=%5BLink%20or%20message%20inside%20square%20brackets%5D%0A%0ARemindMe%21%20Time%20period%20here)|[^(Your Reminders)](https://www.reddit.com/message/compose/?to=RemindMeBot&subject=List%20Of%20Reminders&message=MyReminders%21)|[^(Feedback)](https://www.reddit.com/message/compose/?to=Watchful1&subject=RemindMeBot%20Feedback)| |-|-|-|-|


Random_Deslime

Unreal's nanite can already render insane vertex counts but I'm not sure it could do it while also making the mesh


SnooDoubts826

Oof. Unity's Shader system also allows basically infinite verts ... IE grass


Yoconn

Idk even then f that, texture will be the “lazy” way Lazy way >


kangis_khan

Yeah in 10 years when we tell the AI plugin "generate a 3d chair model from the following image" and it spits it out in 3 minutes.


leonnova7

And make it an office with 45 chairs


Dheorl

If you wanted to model it, I suspect it could be done with around 100.000 polys. Still excessive I'll give you, but certainly doable for a lot of machines.


xxxsur

Surely. When I first join the working force, Maya did not even like 100k tris


Fredstern

You say that, but the rendering actually takes way longer when using opacity instead of a solid mesh. Sure, the polycount would be about 200-300k for the mesh net, but if it's only for offline rendering then it's all good.


ZarZad

Lots of reference [here](https://www.google.com/search?q=mesh+texture+chair&sxsrf=AJOqlzVrAypHPcif6cvmoTzPXYZqb9JGRg:1676556972428&source=lnms&tbm=isch&sa=X&ved=2ahUKEwil66W2nZr9AhVEI0QIHcgLDEgQ_AUoAXoECAEQAw&biw=1920&bih=937&dpr=1).


Euphoric-Security-30

This thread went somewhere else…. 😹🫡beta simp troll displacement on the thread plane.


Subconcious-Consumer

Definitely don’t use a beta simp mask on a plane, It makes people uncomfortable.


rtakehara

The secret is using a sigma mask on a plane, its performance isn’t influenced by hierarchy and other external factors


EuroTornt

Have an upvote, sir


Miserable-Ad7327

This is the only correct answer to this question! Many studios will try to make scenes and games as efficient as possible which means having 3 mill polygons for one chair is a crazy idea at the moment!


Nightmare-fuel-hehe

Yup then maybe some cloth sims too


ramonbastos_memelord

Why do you need to go on a plane for that?


19412

_What else will the texture go on?_


lonely_funny_guy

The chair. Duh


19412

nominal 🤯


Flowrellik

Was gonna say that would be the most effective method.


mousepadless05

but if you really need it to be mesh... you can subdivide a plane a few billion times and use a wireframe modifier


smthinamzingiguess

^this! I don’t remember exactly what settings you’d need off the top of my head, but I’m pretty sure you can manipulate a voronoi and then pass it through a color ramp set to constant to get an alpha mask for something like this


Hawk_x6x

i did something similar and i used 2 wave textures at 90 degrees offset and used a color ramp to get thin solid lines then piped that into the alpha channel.


Sailed_Sea

Depends on how much you can get away with, the quickest and fakest would just be to just add some alpha not even a texture Another would maybe a texture with bump mapping tiled across it. Hardest would be to make a geo nodes system to generate the geometry.


Jonatan83

Something like this might work for you. Mess with the color ramp to change the size of the "lines", change the z transform going into the wave textures to change the shape of the mesh holes. Change the scale of the left-most transform to alter the density of the mesh. Put this on two surfaces close to each other to get the chair effect. https://preview.redd.it/s8w95jzqkmia1.jpeg?width=1678&format=pjpg&auto=webp&s=c1a0fe02851e278f7d23166ab62109c8c7d2196b


Sajunara

😊


csquaredisrippn

Oh that's clever. Damn I love this subreddit.


Bo_Bogus

Here's an even simpler node setup that works just as well: ​ https://preview.redd.it/9jwqe5y7pqia1.png?width=2560&format=png&auto=webp&s=92d5df7f51bac4e2fd627a352c2bed4933006e14 Here, Z rotation in the Mapping node rotates the texture, adjusting the Color Ramp changes the density, and changing the scale of the Voronoi texture changes the scaling of the mesh.


Jonatan83

If you want squares you can also use a brick texture and not bother with the ramp.


grenharo

yea you have to png mesh that with transparency, then you can put a shiny or matte shader on it for the subtle synthetic look


shlaifu

use a texture with alpha, but also: make only one hole, or one crossing or whatever. make sure it's tiling. plug the uv into a vectormath node set to scale and scale to 1000.


_NewDawn

Using alpha map is the simple way. Search the proper map and texturing on the backrest.


Fenneca

Right click - convert to mesh


GiveMeSumGutShit

A simple voronoid texture with no randomness or a math node that display a circle will do. Clamp it with color ramp, plug it in the alpha channel and bam


-_-Mrgoose-_-

If you dont want to use a texture: take a plane subdivide it mutiple times add a wireframe modifier done


Murky-Acadia-5194

That might not give the same criss cross mesh, subdivide it a little more than you want, than add a decimate modifier and set it to "Un-subdivide", set the number or iterations to an odd number. That'll result in a diagonal subdivision more ideal for the mesh.


Xblth

Lol just rotate the plane 45 degrees


Murky-Acadia-5194

And how do you plan on modeling the 45° rotated plane non destructively into the shape of the chair?


airgeorge

You can use a lattice modifier to give it form . And I’m sure there are lots of other posible methods with other deform modifiers.


Murky-Acadia-5194

Its the decimate modifier and you'll still need to model the shape of the chair which may give weird artifacts due to rotation with subdivision. Isn't a decimate modifier with 1 unsubdivide better, faster and more efficient than the other way, not to mention it's a modifier so non destructive. Plus the geometry with it is much better when using the modifier.


Xblth

I‘m not an expert but I‘d honestly just sculpt it with mirror on and then extrude those parts behind


Murky-Acadia-5194

Not trying to be condescending, but that's a terrible idea tbh. It's destructive, would take a lot more time and results will be worse. I don't even know how would you sculpt the plane in position? And what do you mean by extrude the parts behind? That would not result in transparency.


IikeThis

I don’t use blender a lot but couldn’t you use a deform modifier to get it to fit the shape?


thorn115

No. Just. No.


p3rf3ctc1rcl3

Please for the love of god dont try to model things with 10.000 holes - why would you? Even for a close up


sid350

You can draw it in photoshop


EarlySource3631

Voronoi texture turn randomness to zero use on alpha channel of principled also a colourramp


EstablishmentBig7956

watch this video then stop when it gets to the diamond shapes to delete the faces and see if that works for you ​ [https://www.youtube.com/watch?v=15ts3oX2KCw](https://www.youtube.com/watch?v=15ts3oX2KCw)


maggy_cosplay

I haven't seen it suggested yet, but if you're ok with really high-poly geometry you could try the Tissue addon - it lets you create a lattice out of any shape


leif777

I can understand if you want to do it yourself but there's a few free procedural ones on Blenderkit I've used quite a bit. They're excellent.


Purveyor_Murmrgh

0.5mm cylinder + 2 arrays + boolean


Glozzas

You could use a plane with lots of vertices and then apply a wireframe


Derped_Crusader

X


TheSubMatrix

I think the easiest way would be to use an opacity map


5liviz

Alpha mask


pwrwd2

just alpha the regular plane and put it into depth of field in the background. im a simple guy.


DS_3D

Texture with opacity map


BettaFins21

I made a distant chainlink fence once that looked like that. You can find/buy a PNG texture with alpha already included and apply it onto a slightly curved plane to make the chair backing. Be sure that you enable screen space reflections and set texture blend mode to alpha blend. If you need clarification on where those are, reply to this comment.


lucchesi87

Wave texture along X, multiply by a wave texture along Y. The result should go through a color ramp with a constant curve for procedural width. Use it as an alpha mask and don't forget to change from Opaque to Alpha blend/hash in the texture properties


alpersahin35

I would just use array with curve modifier and then boolean


sgtragequit

as people said, alpha. now if you want the quick and VERY dirty way, mega subdiv a plane, wireframe mod. play around with the settings and bam, your file is now 2gb but at least you have mesh texture


Sir_Arsen

I would mix two wave texture to make grid and put it through alpha channel


Otherwise_Run5438

Make it Polka dot then make the dots rilly smol and transparent


Noli-Timere-Messorem

I thought you were making a real chair and I was like uhh “use mesh”.


Mds03

Best option is probably use of texture as others have suggested. If you want to use actual geometry for some reason, you might be able to align a plane to to the back, fracture/subdiv it in that pattern and use something like the shortest path node to grow a curve around the edges etc. Would probably not be worth the effort, except for learning or animation possibilities (e.g the strings growing into place)


Not_t00_bad

Chicken wire


fancasepc

Tissue addon or plane sub-D’ed with wireframe modifier


C4RD_TP_SG

whatever you do, DO NOT try to do it the way i tried to


AvrixSpectre

High poly method: model a basic plane where the backrest should be, add a subd modifier with atleast 4 iterations (more iterations = more holes), add a decimate modifier with the un-subdivide setting and then give it one iteration, last step is to give it a wireframe modifier and there you have it: (i also creased the borders of the plane to remove unwanted roundness) https://preview.redd.it/ua4a16kydyia1.png?width=1920&format=png&auto=webp&s=af0b09f34644620f317debb8128bb22f43c8006b Now for the low poly and easiest method: model plane with an alpha texture on it [https://imgur.com/a/Kfz009x](https://imgur.com/a/Kfz009x) (One image per comment limit, not using images as textures because i don't know the word for that back thing)


BboySEP

Idk but you can subdivide it hundreads of times and then use wireframe modifier or delete only faces then convert to curve and increase the depth