Hello,
I'm not quite sure I even have the vocabulary to ask this question, but I'll try.
Is there are way to separate out normals based on geometry? This would allow applying a material based on the z slope of the normals, for example.
Attached is a screenshot of what it looks like in Cycles. Plugging this setup into a mix node allows mixing two materials based on the steepness of the area they are applied to.
Thank you!
Geometry nodes
Forum rules
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Re: Geometry nodes
You can do this by calculating the dot product of the shading normal and the up vector.
(the power operation is just used here to enhance the contrast)
(the power operation is just used here to enhance the contrast)
- Attachments
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- slope.blend
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