Is there a possibility of using procedural texture as a selection for faces/vertices?
I’m trying different methods how to mimic something like a layers of sandstone. Think of pancakes stacked on top of each other. Just a very basic concept.
The goal is to have something good enough looking (while actually 3D, not just a texture) and being able to create this on a fly, as a procedural terrain feature.
I’ll appreciate any constructive feedback on this!
P.S. I have something fairly similar to the reference pictures below, but Blender keeps crashing when applying it to large scale meshes. Hence I’m back at square one, looking for a replacement.
I struggle a little now with understanding how I can manipulate projection of that wave texture though. I’m trying to give it triplanar mapping from a certain angle. Not from UV map anymore.
I doubt this will lead to the result you’re hoping for. But to give you something to start…
You cant simply take the normal as inputvector for a flat plane. That gives you the same vector everywhere on that plane. Beside that there is no triplanar mapping possible on a flat plane (xy). The idea of triplanar mapping is a blend of three texelfetches that are based on orthonormal projections The normal is used as blend factor for the three texelfetches not as sampling position. If you do this on a plane then 2 projections collapse.
So you have a 2d texture and pass in an to 2D projected 3dvector that is typically the worldposition, so