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?
Here's the topology of the cube:
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 $\endgroup$– SheimCommented Feb 21, 2019 at 15:05
1 Answer
You are using Eevee, the pointiness output only works in cycles atm.
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.
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.
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 $\endgroup$– SheimCommented Feb 21, 2019 at 15:56
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1$\begingroup$ nvm, needed to change to rendered mode and it shows up $\endgroup$– SheimCommented Feb 21, 2019 at 16:11
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1$\begingroup$ 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! $\endgroup$– ChrisCommented Feb 21, 2019 at 19:55
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$\begingroup$ hi, Is there any alternative for evee? I want to reduce the render time so I am using evee. $\endgroup$– NeailCommented Feb 2, 2021 at 17:23
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$\begingroup$ Yes, you can, i'll edit my answer on the top with the alternative way.. $\endgroup$– ChrisCommented Feb 3, 2021 at 18:20