0
$\begingroup$

This is the matte I need, created from the mesh with this ring displacement using the "normal" output. I will be using a different displacement in the end but I need this specific information. I am making a fully procedural material and want to avoid baking this texture. I could just manually make circles where they are here but I'd rather use this idea so I don't have to manually change them later if I need too. Is there some way of locking this texture to stay how it is now or is there an alternative node with a similar effect? I just want a matte that's white where the outside and inside wall of this displaced ring would be.

enter image description here

$\endgroup$
4
  • $\begingroup$ First time using blender stack exchange, sorry for the symbol brap at the beginning and whatnot $\endgroup$ Jun 20, 2020 at 7:58
  • $\begingroup$ I want a texture on top of the ring but since the rings sides aren't completely vertical (an intentional design) If I use the texture that the ring is using then the texture i want on top will show up on the sides, so i want this matte so i can subtract it from the top texture so it does not show up on the sides. When i use this matte from the Geometry node, it works, but then when i put it into the displacement the whole mesh updates and the matte changes (as expected). $\endgroup$ Jun 20, 2020 at 8:04
  • $\begingroup$ Have you tried the normal output of the "texture coordinate" node ? $\endgroup$
    – Gorgious
    Jun 20, 2020 at 8:12
  • $\begingroup$ Same Story, I've settled with just doing it by hand which isn't too bad. Does the job well $\endgroup$ Jun 20, 2020 at 8:16

1 Answer 1

1
$\begingroup$

Taking the dot-product of the Normal output of the Texture Coordinate node with (0,0,1) will return the Z component of the surface normals, in Object space.

enter image description here

This ring has a curved profile on the inside, and is tapered on the outside.

This discrimination is good.. if you had displacements on the curved surfaces which resulted in |Z| = 1 normals, you could further discriminate by absolute Z location in Generated texture space...

enter image description here

Either way.. or both ?

$\endgroup$
1
  • $\begingroup$ .. or just strip out the Z with separate XYZ, .. force of habit.. $\endgroup$
    – Robin Betts
    Jun 20, 2020 at 9:12

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .