Reference from Day 1
More reference from Day 9
So making those textures is fun and all, but if we try to put it on our thread mesh, it looks all jank!
After a bit of searching, I’m imagining that I’ll have to use procedural UV unwrapping in geonodes.
After a few handy tutorials, and a helpful UV Grid, I was able to use attributes to pass the generated UVs over to the texture information. Below is what happens if I mark everything as a seam.
Trippy. But this isn’t quite right. We want one long seam marked on the underside of the mesh.
Using a bunch, and I mean a bunch of math (which I will spare you, but emphasize did not spare me), we manage to get a node group that looks like this!
For visibility, here’s what the mesh looks like when those edges are deleted.
And here’s what it looks like now!
Much better!
First, let’s put our high-contrast noise through a color-ramp. This will color it like in the show!
Multiplied together with the crossweave material, we get this!