I’m hoping someone can help me with something I’m trying to do with a shader.
First, some credit where credit is due.
I’m using a node group for Hexagon mapping provided by Robin Betts from this Blender Stack Exchange post, which I was referred to by somoene on the Blender Community Discord:
The node group provides these outputs:
On to the good stuff:
I have a default cube, each face subdivided 5x, for extra geometry. The center edge-loop is added to a Vertex Group named “Panel Edges”, which is exported via Geometry Nodes, to be addressed by the shader:
The shader is able to increase or decrease the density of darkened hexagons in the pattern by way of adjusting the Color output through a Color Ramp. The Hex Mapping node group provides several outputs, such as Center Distance, Edge Distance, Radial Angle, and Position.
I want to use the Vertex Group data (Pink) to influence the area in which either white or dark hexagons appear, based on the Center of each hexagon, so that the produced pattern is jagged, and formed from the shapes of the hexagon tiles themselves, rather than being cut off by the mask (as they are currently).
The end goal:
This will be used as a sci-fi “heat tiles” shader, reminiscent of the heat tiles on the bottom of the Space Shuttle. Notice in this shot that the newest tiles are the ones which are closest to the panel cuts (landing gear covers, edges of wings, etc etc.
EDIT: I forgot, here’s a screenshot of how far I’ve gotten on my own with the shader I want to make. You can see that the vertex group mask cuts some of the cells in half. What I want to do is make sure that any cell which intersects the vertex group data is whole, rather than being clipped at the edges.
My problem is:
I have no idea what I’m doing, and I don’t know where to start, to be able to make this pattern be influenced by the Vertex Group.
Can anyone point me in the right direction? Thanks in advance for your help!