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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 次观看 • 1 年前 •via X (Twitter)

10 条评论

. 的头像
.1 年前

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

Trinumedia 的头像
Trinumedia1 年前

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

Mobile Scanner 的头像
Mobile Scanner1 年前

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

Pierre Schiller 的头像
Pierre Schiller1 年前

I assume doing AO is possible in that scenario?

Trinumedia 的头像
Trinumedia1 年前

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

aVersionOfReality 的头像
aVersionOfReality1 年前

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.

Trinumedia 的头像
Trinumedia1 年前

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!

Austin Lothman 的头像
Austin Lothman1 年前

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

Xashadowin 的头像
Xashadowin1 年前

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

Trinumedia 的头像
Trinumedia1 年前

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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