PolySurface Curvature by Jens Kafitz |
The Polysurface Curvature Node will detect your models curvature and output a mask
Optionally you can feed in a normal map via the Nodegraph to fine tune the result.
Tesselation Due to MARI & OpenGL limitations Polysurface Curvature does not average the values between individual faces.This can result in tesselated looking masks. It is recommended to flatten the node and apply a Gaussian Blur to filter the mask. |
Determines the threshold on the curvature. Curvature is evaluated as absolute values meaning there is no difference
between concave and convex curvature being made.
Determines the minimum normal difference between two vertex points need to have in order for the curvature to be
calculated
A multiplier on mask.
Inverts the result of the mask - black becomes white and white versa.
Normal Map (Nodegraph Only) |
By utlizing the Nodegraph you can add an additional Normal Map into the calculation of the curvature.
To use this, attached a Normal Map Layer or Channel to the 'Normal Map' Connection in the Nodegraph.
Determines the interpolation value between the objects normals and your normal map.
Hard Edged Mode will clip any greyscale values giving you a 2-value mask - pure black & pure white.
Attenuate by Ambient Occlusion will multiply your Curvature and Intensity Sliders by Mari's Ambient Occlusion.
You will most likely have to adjust the Intensity to compensate.
Generate Ambient Occlusion 'Attenuate by Ambient Occlusion' relies on Maris pre-generated occlusion to work. Generate Object Occlusion via the OBJECTS Menu first. |
Created with the Personal Edition of HelpNDoc: Free iPhone documentation generator