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More vertLab scope creep: Silhouette Masking 🧑‍🔬 #b3d #geometrynodes

37,679 views • 3 months ago •via X (Twitter)

12 Comments

Quackers's profile picture
Quackers3 months ago

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.

Brad Boyles's profile picture
Brad Boyles3 months ago

This brings my eyes much happiness

Paulo Brabo, Illustrator's profile picture
Paulo Brabo, Illustrator3 months ago

Love this one so very much 💫

Martin Lorentzon's profile picture
Martin Lorentzon3 months ago

Could be very handy for stylized!

Patroni's profile picture
Patroni3 months ago

Can you use the silhouette as a mask in shading ?

SpaghetMeNot's profile picture
SpaghetMeNot3 months ago

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

Patroni's profile picture
Patroni3 months ago

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.

SpaghetMeNot's profile picture
SpaghetMeNot3 months ago

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

August Renders™'s profile picture
August Renders™3 months ago

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

August Renders™'s profile picture
August Renders™3 months ago

Hmm!

AeroManWANDERER 🩸💤's profile picture
AeroManWANDERER 🩸💤3 months ago

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

SpaghetMeNot's profile picture
SpaghetMeNot3 months ago

This is in geometry nodes, not shader nodes 🙂

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