#Volume Based Mask Shader

1 messages · Page 1 of 1 (latest)

knotty swallow
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hello all, can anyone here help me with a little shader lack-of-knowledge issue? I am applying a mask to a texture based on the distance of an object, sort of like a see-through, the problem is that it only works with a radius based on the center of the object, I am banging my head against the keyboard trying to figure out how apply a mask based on a volume intersection instead 🫠

Here is a screenshot of the node setup I am using, I followed a tutorial for this.

peak current
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Yeah, the sphere idea is pretty easy to calculate, but if you're looking to dissolve this way using irregular shapes I'm thinking you'll need to send in an SDF/3DTexture of the complex geometry that you want to compare against.

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Alternatively you've got depth based stencil shader cutouts

knotty swallow
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Yea, I settled for making just a longer intersection so it would work for lets say, a long cylinder instead of a sphere but haven't had any luck with that either