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Geometry nodes

Posted: Wed Apr 07, 2021 10:47 pm
by josephmcs

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!

Re: Geometry nodes

Posted: Thu Apr 08, 2021 10:11 am
by B.Y.O.B.
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)