Hi,
I’m looking to create a dissolve effect that can start from multiple origin points which then expands to follow the topology (rather than a radius to the origins) until its covered the entire mesh.
I can create this effect based on radius but key technical issue is I want it to follow the flow of the topology like when you grow selection in the edit mode tab or expand selection in zbrush.
some ideas I’ve thought about
- using a vertex gradient to drive a mesh mask with smooth enabled
- using geometry nodes like shortest distance to find the and expand to the next poly over time
- using empties and meshes for origin points (intersections with mesh) that tart the effect that I can quickly reposition to find the best results
- I tried geometry nodes and a shader but both need a way to expand along the topology and I don’t know blender that well
- manually painting gradients or baking them is way too slow and looking for a dynamic solution
Here’s a link to my old example I created in zbrush that I want to replicate in blender
a wip of the updated version just using voronoi noise
Any ideas are much appreciated. I’m also considering putting proper hair on her and also using a basic rig with blend shapes to give her some subtle movement.
Cheers,
James
A new blender convert from the grind of 3ds max and Maya and loving how powerful fast and flexiable it is!