Warner_V
(Warner)
September 16, 2025, 9:46am
1
Trying to create a material where face angles are highlighted, creating this effect:
So far the only solution I can find uses TexCoords (the closer the face is to coords 0 or 1 the brighter it gets), like this:
The issue with this is, of course, that this may work with a simple shape like a cube, but causes issues with almost any other shape:
Does anyone have ideas on alternative approaches to this?
Fresnel (depending on the camera angle) and depth buffer (highlighting just the outline, not the shape) seem to be leading nowhere.
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I think you can do it with VertexNormal
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Warner_V
(Warner)
September 17, 2025, 6:14am
3
@ClockworkOcean that’s a very smart approach, thanks for the help!
In my use case it doesn’t solve the issue (yet), since by design it works on dense geometry with smooth shading, but definitely a step in the right direction.
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I seem to recall trying this also, at some point
I don’t think there’s a solution for all cases though.
glitchered
(glitchered)
September 17, 2025, 11:56am
5
you could try some standard edge detection algorithms for the front and backfaces. i “solved” the “silhouette edges” in this thread .
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