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I have generated this object in Geometry Nodes: enter image description here using this node setup: enter image description here The bevel is made in the shader editor using the bevel node as so: enter image description here

I would like to get rid of the bevels that show as vertical lines on the front of the object but keep all other bevels where the columns of the object are separate from each other, ideally in Geo Nodes.

Thank you!

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  • $\begingroup$ I added the tag Geometry nodes back in as the answer may very well be within Geometry Nodes rather than shading. Thank you. $\endgroup$
    – Iam Hidari
    Feb 13 at 16:26
  • $\begingroup$ For each edge you could find another edge living at the same XY but belonging to the other vertical bar, then store its height. Using this information in shader you could control the bevel. $\endgroup$ Feb 13 at 17:47
  • $\begingroup$ Hi and thank you very much for your input. Unfortunately, I have no idea how to do this. $\endgroup$
    – Iam Hidari
    Feb 14 at 10:30

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For example, you can use such a simple crutch:

enter image description here

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  • $\begingroup$ This solution doesn't really mask the bevel, it just decreases it until it's no longer visible in the unwanted places (it's an equivalent of dragging the right slider of the ColorRamp in the question) $\endgroup$ Feb 14 at 20:12
  • $\begingroup$ Hi and thank you very much! This will do the trick. $\endgroup$
    – Iam Hidari
    Feb 16 at 8:50

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