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…
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.
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)
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…