First time posting here. I've been scratching my head on how to do this for some time now, and I can't seem to figure it out.
I'm looking to create a detailed texture(Solid black and white) in shading that will act as a filter for separation of a mesh inside of geo-nodes. I can't seem to figure out how to bring the shader material into geo-nodes.
The purpose of this is to separate the mesh based on the color by creating new edges along the intersection of black and white, while keeping the solid colored faces of the object light in terms of mesh detail.
I've been able to accomplish this by using noise/other textures directly in geo nodes while subdividing the mesh(6+ times), but that results in an extremely necessary amount of detail(1,500,000 vertices). Operating on that heavy of a mesh crashes blender.
I can't seem to be able to do this process while maintaining both stability of the program, and the level of detail that I need to prevent a dual colored 3d print from showing a pixelated texture. Can anybody help me figure this out? I appreciate you taking the time to read this!