Procedural Fishnet Material (Blender 2.79)

Show more


This is actually this procedural polka dot material

But I mixed it with a transparent shader in order to achieve a fishnet material.

From the Mapping node you can scale the holes. The X and the Y axis control the amount of the holes. If they have the same value, the holes are circular. But you can use different values on the X and Y to stretch the holes and make them oval. The Z axis controls the diameter of the holes (use values mostly between 0 and 1.5). Or you can use the Color Ramp for that and never touch the Z axis.

And of course you can change the color and how the material looks like from the Principled shader.

If you want to use this material for an already UV unwrapped model, then change the Texture Coordinate that is plugged into the Mapping node from 'Generated' to 'UV' .

P.S. You can play with the Gradient Texture and change it from spherical to diagonal or linear for example to achieve other patterns. And then delete the transparent and mix shader and plug the color ramp to the color input of the Principled shader to color your pattern at will.


SmutBase is a free service. However, it costs about $0.03 to deliver you a 1GB file. With over 20TB of traffic every month and growing, SmutBase needs your help. If only 1% of our users each gave us $5 for a single month, we could keep the site running for several years.

Filename Downloads Created Filesize
  FishnetMat.blend   3016 2019-07-17 00:14:50 140.52 KB
Thumbnail image for Procedural Fishnet Material (Blender 2.79)
How to extract Unity models
Unity is an engine that's used for many games. So how do we get to the models and textures? With some publicly available tools, of course!

Comments (-)


Leave a comment

You need to log in if you want to leave a comment.