

Add two linear Geometry Nodes: a Mesh to Curve Node, followed by a Curve to Mesh Node, all between your Group Input and Output Nodes.In the Geometry Nodes workspace, create a new Node Tree.Nothing is decimated or simplified instead, you’re left with your object in its raw form:

There are several Geometry Node workflows that will result in the wireframe mesh of your dreams-the Mesh to Curve Node eliminates every face making up your mesh, leaving only edges and vertices behind. If you want to create a wireframe out of something like a Grease Pencil object or a NURBS curve, you might need to try something else instead. This approach is only applicable if your mesh actually has faces, however. Vertex Group, conferring an extra degree of control over the wireframe piping now caked around each edge-vertices of lower weight will end up with thinner wireframes between them.Material Offset, which coordinates the original material index with the new geometry of the wireframe, offsetting it accordingly.Crease Edges, which irons in distinct edges in anticipation of a Subdivision Surface modifier on top of this effect.Thickness, the protocol by which the gauge of the wireframe “piping” is determined around things like sharp corners Relative determines the thickness of each wireframe arm by the length of the span itself.Replace Original, allowing you to retain the original mesh underneath the new wireframe mesh.Boundary, which you can use to manage the eventual mesh’s UV island boundaries.Offset, which you can use to dial in your wireframe’s placement relative to the original geometry.Thickness, the width of each arm of the wireframe.In the Wireframe modifier’s settings, you’ve got many of the same options as before, as well as a couple of extra provisions that you may find useful:
