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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

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  • $\begingroup$ Makes cuts in the mesh? $\endgroup$ – R-800 Mar 2 at 23:04
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    $\begingroup$ 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
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    $\begingroup$ Duplicate object, have one with wireframe modifier, add boolean? $\endgroup$ – Nascent Space Mar 2 at 23:14
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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.

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  • $\begingroup$ 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.. $\endgroup$ – Robin Betts Mar 3 at 10:42

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