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I faced a weird issue: geometry->pointiness node on my subdivided cube shows up a constant value all over the mesh. Is it a bug or me doing something wrong?problem
Here's the topology of the cube:topology
Also tried with Suzanne, however effect remains the same. Blender version: 2.80.45

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  • $\begingroup$ additionally I tried tweaking the value with ramp but it changed nothing $\endgroup$
    – Sheim
    Feb 21 '19 at 15:05
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You are using Eevee, the pointiness output only works in cycles atm.

enter image description here

Workaround for Edge Highlighting:

There is a way to get the same or similar result "pointiness" gives you. The function is called "dirty vertex colors" and its avaiable in the vertex paint mode.

enter image description here

enter image description here You can play around with the settings here, depending on the mesh of yours some work better, others do not, but you can probably find a tutorial for that.

enter image description here

Note: Booth Pointiness and Dirty Vertex Colors are dependent on the Geometry-Resolution, i've just added a Bevel modifier with 3 Segments and applied it.

Another method of doing this, would be, to bake your pointiness colors as a texture and use them in your eevee shader.

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  • $\begingroup$ pasteboard.co/I2cTDzt.png it's cycles. That's strange as it works for you $\endgroup$
    – Sheim
    Feb 21 '19 at 15:56
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    $\begingroup$ nvm, needed to change to rendered mode and it shows up $\endgroup$
    – Sheim
    Feb 21 '19 at 16:11
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    $\begingroup$ ah yeah, the LookDev view in Cycles is Eevee, so i assumed that you were in Eevee, well i got that wrong^^. glad its working now for you! $\endgroup$
    – Chris
    Feb 21 '19 at 19:55
  • $\begingroup$ hi, Is there any alternative for evee? I want to reduce the render time so I am using evee. $\endgroup$
    – Neail
    Feb 2 at 17:23
  • $\begingroup$ Yes, you can, i'll edit my answer on the top with the alternative way.. $\endgroup$
    – Chris
    Feb 3 at 18:20

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