I’d like to know if/how to create a genode tree for creating “dents” on a mesh.
To elaborate more, let’s imagine a subdivided plane. I’d like to use a few instanced objects to “imprint them” into said plane.
Maybe it’s because it’s late at night and my brain is asleep already, but I can’t think of where to start. Ideally to state which faces on the plane should be deformed accordingly?
Bonus question - would there be a way how to “select” those faces for further subdivison? I read somewhere it’s not possible to make this directly, but I thought there might be a work around - creating 2 separate instances for the plane. Then selecting faces close to instanced objects (ideally their mesh/faces, not the instances’ position), deleting everything but these closest faces on one plane’s instance, subdividing them further. And on the other plane’s instance, simply only deleting faces close to instanced objects. At least, merging those 2 plane instances back together, creating one final plane with certain parts subdivided and deformed.
If anyone could help me to convert this into actual node tree, I’ll keep sending positive vibes only!
I’m now facing a new challenge here. I’d love to create two instanced of the base plain.
One would follow it’s original trajectory, deleting parts affected with dents
Second would do the opposite - leaving only dented mesh (further subdividing it) and deleting the rest of the original
Those two plain instances would be merged again, creating subdivision only where needed.
I’m throwing here a file with further explanation and a “node draft” of how it might all look like. Maybe I’ll be able to figure it out later myself, but I ran out of steam atm, so I’ll leave it here for now as it is. Hopefully some of you will take a look and beat me to it