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

37,679 просмотров • 3 месяцев назад •via X (Twitter)

Комментарии: 12

Фото профиля Quackers
Quackers3 месяцев назад

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.

Фото профиля Brad Boyles
Brad Boyles3 месяцев назад

This brings my eyes much happiness

Фото профиля Paulo Brabo, Illustrator
Paulo Brabo, Illustrator3 месяцев назад

Love this one so very much 💫

Фото профиля Martin Lorentzon
Martin Lorentzon3 месяцев назад

Could be very handy for stylized!

Фото профиля Patroni
Patroni3 месяцев назад

Can you use the silhouette as a mask in shading ?

Фото профиля SpaghetMeNot
SpaghetMeNot3 месяцев назад

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

Фото профиля Patroni
Patroni3 месяцев назад

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.

Фото профиля SpaghetMeNot
SpaghetMeNot3 месяцев назад

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

Фото профиля August Renders™
August Renders™3 месяцев назад

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

Фото профиля August Renders™
August Renders™3 месяцев назад

Hmm!

Фото профиля AeroManWANDERER 🩸💤
AeroManWANDERER 🩸💤3 месяцев назад

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

Фото профиля SpaghetMeNot
SpaghetMeNot3 месяцев назад

This is in geometry nodes, not shader nodes 🙂

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