Adam Ferestad Posted September 4 Share Posted September 4 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 Share Posted September 4 what about good old occlusion? Quote Link to comment Share on other sites More sharing options...
Adam Ferestad Posted September 4 Author Share Posted September 4 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 Share Posted September 5 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...
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