How do i make a cube mask using the custom node in the material editor?


In this example it creates a sphere mask that i then use to hide the mesh in the material.
But what if i want to do a cube mask in the custom node?
How do i do that?

Found the solution:

float4 CubesMask = float4(0.0, 0.0, 0.0, 0.0); // Mask for four cubes

// Define the positions and half extents of the four cubes
float3 CubeCenters[4] = {
    float3(80, -80, 80),
    float3(-80, 80, 120),
    float3(100, 80, 120),
    float3(-80, -80, 200)
};

float3 CubeHalfExtents = float3(50, 50, 150);

// Iterate through each cube and calculate the distance from its center
for (int i = 0; i < 4; i++)
{
    float3 Distance = abs(ObjectWorldPosition - CubeCenters[i]);

    // Check if the pixel is inside the cube
    if (all(Distance <= CubeHalfExtents))
    {
        CubesMask += float4(1.0, 1.0, 1.0, 1.0); // Add 1.0 to the corresponding component
    }}

return CubesMask;

This will create 4 cube masks on your mesh.

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