hey that cool. basically, in different to just tile textures, it randomly offset, scale and rotate each tile, together with blending range/noise. I just so your triplanar node and did wonder, if that could be enhanced to that level. I will check that out.
You can make it with random offset, scale and rotation but I donât know how to make smooth blending, itâs probably better do this in shader editor maybe with voronoi texture.
Thank you for all this treasure chest above!
Any chance for even thickness for multiple curves for text use? I saw single curve version, but vector math is way over my lvl to enhance it to multiple curves:
Iâve done this before with a transfer nearest face interpolated and using the source position and resetting the subsided mesh babk to its original power, but ill check this method out when i have time.
i have also tried doing uv tessellation with this new node and got good results, but didnât polish it up yet. [ by uv tessellation i mean mapping it based on the uv map]
haha i actually mentioned this on a discard server how it was very funny that you did a pointless step. one guy said maybe I should troll people by putting random extra nodes like in my node tree and see if anyone realizes
Not sure why your comment got flagged, but its looks like âStraight skeletonâ algorithm. Itâs seems pretty complicated, you need to calculate edges intersections and create new edges and so on.
You can try using edge offset node and merge by distance but the results are not gonna be good
sorry for asking again but you didnât answer my question.
i was asking aboi the solidify with even thickness.
thanks
Edit: while looking through the even curve thickness math i found a method this less nodes for the even solidify.
@higgsas i am releasing a Geometry nodes asset pack. would you mind if i include this marching triangles on surface? (itâs more like tessellation). i was in the process of making one but now that i looked at yours and organized it Iâd like to include it.