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  • Published 7 Feb 2022

Texture coordinated Subdivision Surface

Geometry node to populate vertices near displacement map texture edges and combine nearest to face. It's a place where vertices are needed the most when making displacement. Better silhouette clipping. It would need to detect texture edges first, map edges to mesh and add vertices near texture edges (edge lines in mesh). Displacement would require less vertices and have higher quality and performance. Could this be combined with adaptive subdivision?

Controls:

  • Value clipping, what value jump is considered edge (disp texture)
  • Vertex density, distance between vertices
  • Spread, how thick vertex populating on edge line

Finding edge from image is not new. It could be easier on disp map. Populating vertices around texture edges should be doable too?

Although why extra steps, would this end up with displacement node that uses displacement texture to do all this automatically. Skipping nodes.

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Development Status: Open

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ge
7 Feb 2022

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