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

$\endgroup$
  • $\begingroup$ First time using blender stack exchange, sorry for the symbol brap at the beginning and whatnot $\endgroup$ – BiggityBoys Jun 20 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). $\endgroup$ – BiggityBoys Jun 20 at 8:04
  • $\begingroup$ Have you tried the normal output of the "texture coordinate" node ? $\endgroup$ – Gorgious Jun 20 at 8:12
  • $\begingroup$ Same Story, I've settled with just doing it by hand which isn't too bad. Does the job well $\endgroup$ – BiggityBoys Jun 20 at 8:16
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 ?

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

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.