I am working on a procedural stained glass effect for an animatable stained glass character.
In order to get this to work I want to have some glass segments be a seperate mesh that I can control with rigging, and fill the rest of the window with procedural, random glass tiles.
My current method that I am using is to generate points on a plane and use Join Geometry to combine it with the points converted from the target mesh, then instance curve lines at each point.
I agree that that method works fine for most projects with stained glass (and was effectively what I did originally), however for this project I wanted to be able to have a procedural way to animate the shape of each tile to create a character and to have the edges automatically recalculate and reposition around the tiles as they move, which is what I’ve almost managed to make in geo nodes. The closest I think I could get with shader nodes would be effectively just overlaying a video clip of the character on top of the stained glass background (maybe with a mosaic filter?), which would be a lot more clunky since you would have to render out an animation seperately before applying the stained glass, rather than having the stained glass read directly from the geometry of the character. That being said, there probably still is a way to do it with shader nodes (and I’d love to see the results if anyone else tries!), but this project is ultimately practice for me to learn how geometry nodes work and how I can use them for future projects. I would still like to know a way to join mesh geometry and distributed points, as asked above.
Not sure I understand well, but first thing that comes to my mind is to add some thickness to your eyes (extrude mesh along normals ± and merge by distance) then delete the points that are inside volume ( “higgsas is inside volume”) then add the points of your eyes and generate the lines, then select the faces inside the same volume for the new eye geometry.