Thanks a lot for the suggestions!
I tried both methods, but get some issues with both approaches. Maybe there are ways around it that I’m not able to figure out.
The wireframe modifier looks promising, but the baked texture (using “selected to active”) becomes uneven.
This comes close, but similar to the other method, the lines get uneven thicknesses. Below is a subdivided plane for illustration. I’m not good enough at Geometry Nodes to figure out how to solve it.
Increasing resolution to 4k didn’t help.
I also tried different UV unwraps. The default unwrap of a torus gets pinched in the middle, so I thought/hoped that was causing the issue. So I used “follow active quads” (as shown in my previous post), but the baking was still irregular.
That’s weird, I just tried it with the wireframe modifier and I didn’t get this uneven result.
Does the mesh produced by the wireframe modifier look like this too? Are there other modifiers that are still present but disabled in the viewport (they would be visible in a bake)?
I got it to work easily by applying the wireframe modifier and baking everything using pure, modifier-less geometry.
So when baking with the Wireframe modifier method, I used “Selected To Active” and didn’t apply the modifier, because when I applied the modifier it deleted my UV. And unwrapping the new mesh creates a mismatch of UVs with my original model.
I just tried it again and got the same result.
Are you saying that your UVs still matched up after applying?