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Goal: Apply this textured bar tape around a pull up bar

So far I have been able to apply the bar tape thanks to this tutorial, however I want to add the dimple holes to the tape (See image) however I am at a loss as the screw modifier doesn't seem to like when the profile goes from 1-D to 2-D.

Any thoughts?

enter image description here enter image description here enter image description here

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  • $\begingroup$ can you add a screenshot of the material for the tape? I suspect the answer lies in modifying the material and possibly doing some UV mapping. $\endgroup$ Commented Dec 30, 2021 at 4:03
  • $\begingroup$ Hi :). Do you want these dimples to be real geometry? Normal/Bump map should work well enough. $\endgroup$ Commented Dec 31, 2021 at 2:20

1 Answer 1

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  • If you construct your handlebars, at least initially, from the native (round) 'Bevel' of a curve,set in its Data tab > Geometry panel, you can use the same curve to deform the spiral of tape.
  • If you make the spiral by using a Screw modifier on a single line of geometry, offset from its object origin, then the 'Stretch U' and 'Stretch V' settings in the modifier will give you texture coordinates to work with:

enter image description here

... as you can see, the positions of the vertices in the line are somewhat counter-intuitive. They have been adjusted to the scene, after the other modifiers are showing their effect. Kick off with a straight line, and tweak later.

The line is given:

  1. The Screw modifier, to make the tape spiral
  2. A Curve modifier, aimed at the handlebar-curve
  3. A Solidify modifier, to give it a slight thickness
  4. A Bevel modifier, limited by angle, to sharpen the rim generated by the Solidify.
  5. A Subdivision Surface modifier, to smooth out the result.

The shader is procedural. It may seem a little elaborate, but it is founded on two re-usable node-groups, not all of whose features are used in this case.

  1. A 'Shift-Grid' node group:

enter image description here

This sets up a grid of rectangular cells, giving you:

  • UV coordinates centered in each cell
  • The position of the center of each cell in the original texture space
  • The option to scale the size of each cell in Y, without scaling its internal UV
  • The option to shift/stagger each column of cells,(used to make the rows of perforations diagonal, as in the reference)
  • Distance from center of each cell
  • Distance from edges of each cell, (used to make the knurling on the tape)

  1. A 'Distance from Line-Segment' group

enter image description here

  • .. which, given 2 points, returns the distance of shading-points in the texture-space from the line-segment between them. It's used to make the capsule-shaped perforations in the tape.

They are used in this node-tree, to make the tape shader:

enter image description here

It can be assigned to the tape, using the UV coordinates provided by the Screw modifier:

enter image description here

I have no idea if this is how this tape should be deployed on a real bike :)

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