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

37,679 görüntüleme • 3 ay önce •via X (Twitter)

12 Yorum

Quackers profil fotoğrafı
Quackers3 ay önce

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 profil fotoğrafı
Brad Boyles3 ay önce

This brings my eyes much happiness

Paulo Brabo, Illustrator profil fotoğrafı
Paulo Brabo, Illustrator3 ay önce

Love this one so very much 💫

Martin Lorentzon profil fotoğrafı
Martin Lorentzon3 ay önce

Could be very handy for stylized!

Patroni profil fotoğrafı
Patroni3 ay önce

Can you use the silhouette as a mask in shading ?

SpaghetMeNot profil fotoğrafı
SpaghetMeNot3 ay önce

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

Patroni profil fotoğrafı
Patroni3 ay önce

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 profil fotoğrafı
SpaghetMeNot3 ay önce

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™ profil fotoğrafı
August Renders™3 ay önce

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

August Renders™ profil fotoğrafı
August Renders™3 ay önce

Hmm!

AeroManWANDERER 🩸💤 profil fotoğrafı
AeroManWANDERER 🩸💤3 ay önce

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

SpaghetMeNot profil fotoğrafı
SpaghetMeNot3 ay önce

This is in geometry nodes, not shader nodes 🙂

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