Timeline for How can I smooth the result of a geometry nodes based proximity mask?
Current License: CC BY-SA 4.0
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Mar 14, 2023 at 20:33 | vote | accept | RepliMark | ||
Mar 14, 2023 at 11:46 | answer | added | Markus von Broady | timeline score: 0 | |
Mar 14, 2023 at 7:47 | comment | added | Gorgious | You can also use a heavily subdivided mesh, bake the texture map, and then use a less dense mesh with the baked texture | |
Mar 14, 2023 at 7:40 | comment | added | Gorgious | Hello ! You have to understand that Geometry Nodes is called that way because it operates on the geometry elements of your meshes, so it can only hold as much information as there are parts in your mesh. You can't add information between two vertices, because there is nowhere to store the information. Your two solutions are to heavily subidivide the mesh or use a shader-based solution and bake the effect to a texture map, which can interpolate data between the vertices thanks to UV mapping | |
Mar 14, 2023 at 6:24 | history | edited | Chris | CC BY-SA 4.0 |
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S Mar 14, 2023 at 4:56 | review | First questions | |||
Mar 14, 2023 at 11:37 | |||||
S Mar 14, 2023 at 4:56 | history | asked | RepliMark | CC BY-SA 4.0 |