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🛠️ Fake SDF! - with this Geometry Nodes Set Normals setup on collections. Finally figured out a way to do this with a group of objects! Using some of the Smart Primitives .. I see many use cases!

12,565 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von .
.vor 1 Jahr

You don't have an idea in how much I need this, do you have a tutorial or plugin? Please!!

Profilbild von Trinumedia
Trinumediavor 1 Jahr

Making a plugin right now and will include it in Bforartists for free. I'll make a tutorial after!

Profilbild von Mobile Scanner
Mobile Scannervor 1 Jahr

Scan any documents, convert images into text, PDF files, etc. 👍

Profilbild von Pierre Schiller
Pierre Schillervor 1 Jahr

I assume doing AO is possible in that scenario?

Profilbild von Trinumedia
Trinumediavor 1 Jahr

All materials and lighting, this is now all mesh data ready for cycles or Eevee. 🙂‍↕️

Profilbild von aVersionOfReality
aVersionOfRealityvor 1 Jahr

Nice. I'm interested to see how you handled it within the same collection, or whatever is going on with the torus at the end.

Profilbild von Trinumedia
Trinumediavor 1 Jahr

The torus intersection would be due to longitudal loops and lack of resolution, as the distance blur doesn't quite reach the blending distance needed. But this systems can hold modifiers per object, so you could add that particular torus and it would work!

Profilbild von Austin Lothman
Austin Lothmanvor 1 Jahr

😱😱😱😱😱 ?????? This is just an SDF on the normals?? This seems like an amazing concept that game engines should be incorporating into them!!

Profilbild von Xashadowin
Xashadowinvor 1 Jahr

May i ask a stupid question : is it a VISUAL trick or does it has an impact on the geo for real ?

Profilbild von Trinumedia
Trinumediavor 1 Jahr

Visual purely. Nothing is remeshed, booleaned or created - only normal manipulation and point positions by intersections. Useful for block out and art pieces, and maybe export to baked normals. So it might not have utility where real geo is required, but for most renders ok!

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