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Aug 19, 2021 at 5:36 comment added Stray_Dog_ Also excuse the last two vector math nodes (one muted and the other not) as I was testing if I could flip the normals. This setup works without either of those nodes.
Aug 19, 2021 at 5:16 comment added Stray_Dog_ Okay so- I solved the Geometry nodes issue by inverting the normals on my initial cube object by recalculating inside. Here's what it looks like I always thought backface culling made the back of the material transparent and the front emissive hence the solidify modifier needing to have flip normals checked. From what I've seen GN doesn't have a flip normals method as they're all read only so you'd have to flip the normals prior.
Aug 19, 2021 at 3:00 comment added Nathan @Stray_Dog_ I wasn't; I was simply using a material that made the front faces transparent and the back faces emissive.
Aug 19, 2021 at 1:36 comment added Stray_Dog_ It just occurred to me- how are you flipping the normals with the geometry nodes version of this setup? That might be why it only works with a negative value for me.
Aug 19, 2021 at 0:37 comment added Nathan @Stray_Dog_ There will be. And I have files with working GN outlines, so I don't know exactly what the issue is, it is currently very difficult to predict what GN will decide to do with a material assignment from an instance. Not alpha, 2.93.3 release, but GN is a WIP for now anyways.
Aug 19, 2021 at 0:26 comment added Stray_Dog_ That's what we get for using a program in alpha. This works great! I do miss the ability to use geometry nodes with this technique though to apply it to several instanced objects at once unless there's a way to get a vertex group out of geometry nodes for use in the vertex weight proximity modifier.
Aug 18, 2021 at 23:35 comment added Nathan @Stray_Dog_ Updated answer. Different technique (man, getting instanced material assignments in GN is awful and changes with every release...)
Aug 18, 2021 at 23:34 history edited Nathan CC BY-SA 4.0
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Aug 18, 2021 at 0:14 comment added Stray_Dog_ I'll definitely edit my question to make things a little clearer and no sweat on the timing, I really appreciate you taking the time to explain this. As for the negative value- I wasn't getting the outline look with positive values but rather just a plain expansion of the objects.
Aug 17, 2021 at 22:56 comment added Nathan @Stray_Dog_ The biggest issue in what you're showing me is that you're using a negative value for the (relative) thickness of your line. It absolutely shouldn't be negative, or any line thickness is not what you think it is. I'm happy enough to edit this answer to offer a little more, was kinda planning to anyways, but I can't do that until tomorrow or so-- in the meantime, that bit of info might help. (It would be good, too, if you can edit the question a little bit to better establish your exact goal, which I personally understand, but which doesn't come through in the question.)
Aug 17, 2021 at 22:47 comment added Stray_Dog_ Maybe I misunderstood something and am getting a weird result Like this What I'm trying to figure out is what to have going into the Attribute math to make the outline even through screen space instead of it all clumped up at the back and nothing in the front. Did I get something wrong here?
Aug 17, 2021 at 18:36 comment added Nathan @Stray_Dog_ Are you talking about your FoV? It can be irritating, because your actual FoV depends on your rendering dimensions. But see blender.stackexchange.com/questions/23431/… . Best is to just adjust to eye (the value node in pic above) and to use a fixed FoV. Adjust to eye in a preview that roughly matches your final rendering dimensions, as rendering resolution has a pretty large subjective effect on what thickness of edge to use.
Aug 17, 2021 at 6:00 comment added Stray_Dog_ Okay so I have it all working now- Thank you so much for this. The only thing I'm stuck on is the function for the outline having equal sizing in screen space. Maybe my searching abilities are a bit off but would you mind pointing me in the right direction here?
Aug 17, 2021 at 3:16 comment added Nathan @Stray_Dog_ I would use a collection info node to get all the geometry in a single collection and to create the displaced outline mesh.
Aug 17, 2021 at 2:54 vote accept Stray_Dog_
Aug 17, 2021 at 2:50 comment added Stray_Dog_ Wow, thank you so much for this! It's a lot to break down as I'm trying some tests now. You're very right in assuming that I'm using this for outlines. I use lineart modifier for almost everything but grass and trees will weight down performance pretty quick so the inverted hull method has been handy in taking care of those things. I'm still relatively new to geometry nodes so anything beyond the basics takes me a little bit to wrap my head around. If I were to have a bunch of trees spread out with geometry nodes, how would I incorporate this method? Just tag it on the end of the nodes?
Aug 16, 2021 at 23:12 history answered Nathan CC BY-SA 4.0