I have a grill as part of my design, but i need the mesh to be converted into an alpha image texture. The mesh is to much data for my goal.
normaly I would set an image texture node in the material (active) and hit bake in render settings.
But for some reason this mesh is not (properly) unwrapped, how to unwrap this grill mesh?
And when baking, nothing really results.
attached blendfile bake-grill.zip (3.3 MB)
Any tips?
Or when it is possible to make an procedural material with these triangular mesh shapes, that is also a solution.
This is basically how I’d do it. The flat plane on the right is, obviously, the geometry I baked the texture from, and the left is the UVed cylinder.
It wouldn’t be too terrible. The rims could be black rectangle with a smaller white rectangle masking all but the left and rightmost edges. The crossbars could be done with two separate shapes. For the left crossbar, you’d just need a black rectangle overlaid with two white masks to mark out it’s vertical position along the left side, then another white mask to erase the top half of it. For the right, you’d do basically the same thing, but with everything flipped.
…this is one of those things that’s easier shown than explained, but yeah, it could be done.
thanks for the replies.
I will try the bake option with these suggestions.
But procedural has my preference. cleaner and faster en customisabe.
I already have this procedural holes setup thanks to Point Cloud. But it still needs the triangle shape instead of the round hole shape.
Works Fine in 3.3, but he did leave the asset manager open so in my case it was bogged down by opening all un-assigned. Took a long time for the file to be un-frozen…
Works fine for me on 3.5 sorry about the assets manager causing troubles on opening. You can uncheck load UI when opening the file it will solve this issue.