I have a very smooth terrain and want to find convex and concave areas. It sort of works with DDX and DDY, but the result is really blocky.
I tried the PerturbNormalLQ Node to generate a normal map from absolute world position and the result is realy nice and smooth.
How can I adapt this to get a mask that shows me convex and concave parts, ideally as grayscale, with convex as white and concave as black?
Thank you!