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How to make a Peeling Effect on geometry nodes for any geometry without using paint tools?

In fact, I would like to make a geometry node like the image below, with cracks and peeling (curled in and out) in the paint on an object like a sphere or cylinder.

enter image description here

thanks

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    $\begingroup$ I'm out of mana, but I have some ideas - maybe a simulation zone, displace position based on perlin noise on face corners - capture the displaced position as an attribute, use "set position" to move verts to that attribute, check if the corners are close enough to calculated position - if not, split them? $\endgroup$ Commented Jul 15 at 20:18
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    $\begingroup$ I have nothing, just ideas. $\endgroup$ Commented Jul 15 at 20:45
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    $\begingroup$ I have a GN setup that works. I was fiddling around and came back to post it and the question was closed. @quellenform $\endgroup$
    – Jakemoyo
    Commented Jul 15 at 20:55
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    $\begingroup$ @Jakemoyo Sorry, I was probably too quick. Question is reopened again. $\endgroup$
    – quellenform
    Commented Jul 15 at 21:47
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    $\begingroup$ @Jakemoyo : can you post? thanks $\endgroup$
    – bilo
    Commented Jul 15 at 22:43

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While I do agree with others that you might get better or easier results with texture/material based options, it IS possible to do this with GN alone. If you were to maybe use a blend of both, find some "peeling paint" heightmaps from Textures.com or something and use that as the basis for some of the textures in my node setup it might be the best of both worlds. I think experimentation will be the key to getting the best outcome.

Node graph

Image of the peeling paint effect

The full modifier stack also has a SubdivisionMod before the GN tree, to add sufficient geometry, followed by a smooth modifier to even out some of the rougher edges of the holes.

enter image description here

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  • $\begingroup$ thanks for the file. I have a question: how should I apply the resource to my objects? I'm not getting satisfactory results. thank you again $\endgroup$
    – bilo
    Commented Jul 16 at 15:42
  • $\begingroup$ Another question: is there a way to apply the effect only to a small part of the mesh? $\endgroup$
    – bilo
    Commented Jul 16 at 15:59
  • $\begingroup$ @bilo I added a bit about the other parts of the modifier stack outside of the GN tree, I think that should help you get the better results. If you want to apply it to only part of the mesh then I would create a vertex group, then get that value with a Named Attribute node and Multiply or Subtract it from the masks that go into the DeleteGeometry nodes and the Set Position node that displaces the mesh. $\endgroup$
    – Jakemoyo
    Commented Jul 16 at 16:55
  • $\begingroup$ difficult in? Do you have a geometry nodes graph that makes the effect only apply to part of the mesh? thanks @Jakemoyo $\endgroup$
    – bilo
    Commented Jul 16 at 17:36
  • $\begingroup$ in fact I don't have good results here. I can't apply the effect and I can't apply it to part of the mesh. Do you have a tutorial? thanks @Jakemoyo $\endgroup$
    – bilo
    Commented Jul 16 at 18:44

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