0
$\begingroup$

https://www.youtube.com/watch?v=A2oPC4ytFrE

As you can see on the Ironman nanomachine suit, during the transformation, there is a very fine wireframe being formed before the shell forms around it. Currently, I don't have a way to increase the amount of wires without also increasing the resolution of the mesh, so I'm asking, is there a way to create a super fine wireframe using textures, or a way to create more edges without increasing the polycount, sort of like hair children.

$\endgroup$
1

1 Answer 1

1
$\begingroup$

You could try something like this - material only, no geometry.

MetalNanoShader

All it is really, is a mix of two separate Wave Textures (on different axes), clamped by ColorRamps to make sharper "ridges". I softened the effects of the procedural textures (noise and wave) in a few places using MixRGB nodes, mixed with white, and I ran the (multiplied) result of the 2 Wave textures through a Bump Node and into the Normal input of the Principled BSDF.

I slightly warped the input vector using a Noise Texture so the result isn't so "gridlike", and I mixed a bit of Ambient Occlusion shadow effect to make the ridges "pop" even more.

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.