How can I fray the naked edge of a mesh so that it looks like the 8 when rendered:
Is it better to do this with a material and mask, or can this be done physically? Note that there are holes in the fabric material as the spacing of the thread increases (which probably supports the material and mask route). We can ignore the long threads that are totally coming off- those will be piped curves. Is there a way to soften the edge of a mesh? The randomness of the edge does not have to be exactly the way portrayed? I’m just interested to know if there is a way to affect the naked edge of a mesh specifically.
Is there a way to do UVW unwrap of a mesh, fray the bit map in photoshop, and reapply the frayed bit map?