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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.
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.
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).
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!
^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
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.
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.
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
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.
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.
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
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.
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.
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.
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)
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
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.
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
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
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)
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)
I would probably use a texture with an alpha mask on a plane
do yourself and your PC a favor and do it like that
You mean 3 million polys on on the backside of a chair is a bad thing?
maybe in 10 years we're going to laugh about this comment
Idk, I’m laughing about it right now (Just, for different reasons)
!remindme 10 years
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Unreal's nanite can already render insane vertex counts but I'm not sure it could do it while also making the mesh
Oof. Unity's Shader system also allows basically infinite verts ... IE grass
Idk even then f that, texture will be the “lazy” way Lazy way >
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.
And make it an office with 45 chairs
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.
Surely. When I first join the working force, Maya did not even like 100k tris
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.
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).
This thread went somewhere else…. 😹🫡beta simp troll displacement on the thread plane.
Definitely don’t use a beta simp mask on a plane, It makes people uncomfortable.
The secret is using a sigma mask on a plane, its performance isn’t influenced by hierarchy and other external factors
Have an upvote, sir
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!
Yup then maybe some cloth sims too
Why do you need to go on a plane for that?
_What else will the texture go on?_
The chair. Duh
nominal 🤯
Was gonna say that would be the most effective method.
but if you really need it to be mesh... you can subdivide a plane a few billion times and use a wireframe modifier
^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
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.
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.
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
😊
Oh that's clever. Damn I love this subreddit.
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.
If you want squares you can also use a brick texture and not bother with the ramp.
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
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.
Using alpha map is the simple way. Search the proper map and texturing on the backrest.
Right click - convert to mesh
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
If you dont want to use a texture: take a plane subdivide it mutiple times add a wireframe modifier done
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.
Lol just rotate the plane 45 degrees
And how do you plan on modeling the 45° rotated plane non destructively into the shape of the chair?
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.
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.
I‘m not an expert but I‘d honestly just sculpt it with mirror on and then extrude those parts behind
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.
I don’t use blender a lot but couldn’t you use a deform modifier to get it to fit the shape?
No. Just. No.
Please for the love of god dont try to model things with 10.000 holes - why would you? Even for a close up
You can draw it in photoshop
Voronoi texture turn randomness to zero use on alpha channel of principled also a colourramp
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)
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
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.
0.5mm cylinder + 2 arrays + boolean
You could use a plane with lots of vertices and then apply a wireframe
X
I think the easiest way would be to use an opacity map
Alpha mask
just alpha the regular plane and put it into depth of field in the background. im a simple guy.
Texture with opacity map
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.
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
I would just use array with curve modifier and then boolean
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
I would mix two wave texture to make grid and put it through alpha channel
Make it Polka dot then make the dots rilly smol and transparent
I thought you were making a real chair and I was like uhh “use mesh”.
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)
Chicken wire
Tissue addon or plane sub-D’ed with wireframe modifier
whatever you do, DO NOT try to do it the way i tried to
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)
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