Modeling lot's of holes?

got a parabola with a lot of holes
i could do a mesh model but end up with over 300 K verts or more

so is there a good way to model this using some UV trick may be ?

and can it be done with some thickness or only one layer?

note: still have to calculate how many holes !

thanks
happy bl

I would use an image for the holes going into the materal’s alpha, and maybe going into a bumpmap as well.

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Tissue tessellation?
https://docs.blender.org/manual/en/latest/addons/mesh/tissue.html

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I’m with @yogyog on this one…as that would put you into the real heavy mesh category…
Transparency would be the way I would go…

Easier once you have the Pie-Sections modeled as you could get away with it using an array with only 1 slice of it and modeling it…

Or going with Geo Nodes is another option…

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the tissue addon would credate a real mesh and lot’s of verts

@RSEhlers
nodes set up seems to use some sort of custom group
is there a sample file for this method?

the pattern is not the same then on the parabola
holes are sort of being on the same level

but have to try it and see how it looks
might be enough equivalent and low poly

and can this be extruded some how ?

trying not to get 500 K verts for one parts of the scene
got many other things around
so have to keep total verts below 2 millions if possible

thanks
happy bl

Shader-based transparency like this has no thickness. However, if you make a displacement texture as well (in Cycles), you could use displacement to approximate it.

Not really…it is just the image files placed into a group…
and the other thing is I didn’t actually bake out the transparency map ( thought I had) so winged it with the diffuse >Color and the Color ramp to pop it to white/black…just to show you…
as far as getting the positions of the holes, it’s like I said it would be better to get one slice of the pie first and then you can work up the holes…

You can do this and extrude it…just use a solidify modifier…

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How close to the dish is the camera going to get? Ive used this method for lots of things with little holes in. Adding a bump-map and a solidify mod will make it look like holes unless you get really close.

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Just an example

You can get REAL Close!! Probably closer than you would ever want to get…
and it still holds up…even with the light and shadows!

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last one looks good enough - even too close
i do have to add some small devices inside the parabola

hope i get the nodes set up right !

what was the image ?

not certain if this image can be done in blender but
i could make UV image in SVG or Gimp with some alpha / transparent middle hole

thanks
happy bl

Yes …I just made up the image for another project …add a bit of grunge across it…but the holes were just a single dot and using Inkscape arrayed them to fill a page…

Here is the set I baked…minus the alpha… I’ll have to bake one up at some time…
metal_holes.rar (981.3 KB)

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i just did a nice square with hole in Inkscape
had to sort of relearn how to do it in SVG but got a nice one

will look carefully at file to see how the UV was done

thanks
happy bl

I think I’ve seen a way to give thickness to a dot pattern using a shader paralax trick…
Will see if I can find the tutorial back…

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It’s this one :

If you want to get fancy !

Have fun !

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iif i start form my nice image of a hole PNG image

how do you do the UV uwrappiong to get lines of holes function of height for the parabola

do you do different segments
problem i see is the lower it is to the parabola root the less holes you need per line

thanks
happy bl

This is what I got by default with these seams and Unwrap :

Then I think I’ll align UVs like so :

Have fun !

holes are not continuous around the parabola

note : i did remove the bottom part of the parabola

is there another way to unwrap and get better continuity around at each level

i tried with doing the Smart Unwrap and go this which is not that good either

thanks
happy bl

If I remember right I took and made a single slice of the parabola…then the UV was from corner to corner as a diagonal … which gave me even spacing around the edges…and of course, I used the framework as shown in the original post to help keep things tidy…then just did a circular array to build the rest of it…

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Clever ! well done !

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not getting that method here can you re phrase it another way
for one corner to the other ?

i will probably have to make like 16 segments to follow the original model
and remove a little at the bottom which is too small anyway.

thanks
happy bl