Adam Ferestad Posted September 4, 2024 Share Posted September 4, 2024 I don't do a lot with shaders, so I am not really sure what is possible and what is not, but I am attempting to sample details of one object from a shader applied to another. For instance, I place a curve on top of a grid, then have the shader sample the shortest distance to the curve to drive the shader. Is this possible? Or do I 100% have to use an obscenely dense geometry to sample it into an attribute so a shader can use it? I technically don't mind, but I was really hoping I could avoid that step and just have the shader do the work. I have tried using a nearpoint VOP in the shader, both with op:/obj/mySOP, exporting the points to disk and then targeting the file, as well as the same methods for using a point cloud. I know exactly how to do this with attributes on the mesh, it would just be cleaner to be able to do it as a shader. Quote Link to comment Share on other sites More sharing options...
hannes603 Posted September 4, 2024 Share Posted September 4, 2024 what about good old occlusion? Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted September 4, 2024 Author Share Posted September 4, 2024 Occlusion might work, but it only works if the other shape has dimension. I cannot pull from single points or curves with it. Quote Link to comment Share on other sites More sharing options...
ryew Posted September 5, 2024 Share Posted September 5, 2024 Perhaps there's something you could adopt from the Entagma workflow in this tutorial? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.