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Mantra - Roundededge Node


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i use it quite frequently and it works fine for me. not sure what are you trying to accomplish in your setup, however what i can see at the image doesn't make much sense to me...

test.thumb.jpg.f7ae5de07098601d51ded9a28037c316.jpg

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ok the thing is that displacement is evaluated first and then edge detection is performed (as it takes a new geometry created by displacement into account). easiest solution would be to A: bake the mask into a texture first, or B: do it in SOP level and bring it into the shader as an attribute.

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Thank you!

I turned "True displacement" off in the material builder - is it still calculating a displ. or just bump?

A: I have to use the bake texture node in the out conten to create a texture of the mask, am i right?

B: The geometry is unfor. to low poly i think, isn´t it?

C: Is there any other solution for this problem?

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True displacement off means just bump. I suspect thou there is still displacement calculation going on if it is plugged into displacement (not sure by that, you have to test it).

A: that's right

B: yes current geo doesn't have enough resolution. if you can't subdivide to get enough resolution you're left with option A if you want to stay in houdini

C: other solution would be to use texture painting software :) 

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