reference picture from my viewport Im curious if there is anyway to invert a wireframe so that it makes cuts in the mesh rather than form a wire, if anyone has a solution that would help in the scenario without using the wireframe modifier that would be appreciated as well, thank you

  • $\begingroup$ Makes cuts in the mesh? $\endgroup$
    – R-800
    Mar 2 at 23:04
  • 2
    $\begingroup$ maybe overlay this cube over the solid one, apply modifier and use boolean difference to cut wires out of another cube $\endgroup$
    – Mr Zak
    Mar 2 at 23:14
  • 1
    $\begingroup$ Duplicate object, have one with wireframe modifier, add boolean? $\endgroup$ Mar 2 at 23:14

Is this a hack?

First, give your object a vertex group, set to a very low weight for all vertices.. mine's called 'Shell_VG'

Give your object an Edge Split modifier, on all edges, followed by a Solidify Modifier, set to fill the rim, and weight the 'Shell_VG' group.

enter image description here

Then a Displace modifier along normals to shrink the faces, and a Mask modifier aimed at the shell vertex group, set to a higher threshold than the one you set originally.

enter image description here

For the pink result:

enter image description here

If you don't mind solid faces, you can cut out all the masking steps.

  • $\begingroup$ This could be done with shaders, too, if you don't need the geometry, or you could use a variation on this method, which uses bevels, rather than displacement.. $\endgroup$ Mar 3 at 10:42

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