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More vertLab scope creep: Silhouette Masking 🧑🔬 #b3d #geometrynodes
37,679 views • 3 months ago •via X (Twitter)
12 Comments

For people suggesting Fresnel/Layer Weight, it's not the same as it picks up inner details, not just the silhouette. Which might be what you want, but just note that silhouette masking and fresnel don't necessarily target the same use-cases.

This brings my eyes much happiness

Love this one so very much 💫

Could be very handy for stylized!

Can you use the silhouette as a mask in shading ?

Yep, any geometry attribute can be used in a shader 👍

I am sorry if i'm asking to much but can you tell how i can do that. I spent the last week tried to make a silouhette mask to achieve a fuzzy effect on my model, i managed to do it but it only work with the layer weight node wich only work with a sphere.

Simple version: 1. Transform: convert vertex pos to view-space 2. Trace: raycast from a grid, delete missed points 3. Outline: mesh->curve on the boundary edges of grid 4. Distance to Curve: store distance to outline on view-space geo 5. Transfer distance to original geo

Now all I need is a way to achieve this with material nodes.

Hmm!

isn't this achievable with layer + color ramp node?

This is in geometry nodes, not shader nodes 🙂
