I am currently trying to create a felt/ wool material that will be used for multiple things. I managed to make it look and work great on a normal sphere but the problem here is that the Fresnel node doesn’t work great with bigger planes or meshes.
How does Distance field work? Could you help me out with the set up? I looked into it a bit and there seems to be a lot of different once, what is the difference between these?
Distance fields detect if objects are near each other. This is returned as a black and white representation of the distance on the mesh (can be visualized). You can use this to blend between objects and other effects.
This doesn’t seem like it’s exactly what I want from what I can tell. I don’t want it to be based on the position at all nor the distance to other objects. I just want to get the edges of a mesh and mask them out.
You could use vertex paint and paint in the edges manually.
It would give you flexibility. Though it won’t be the most performant as translucent materials are move expensive.
The material i’m using is a masked one atm. I am unfortunately unable to manually paint vertex colors as the material will be used on many different meshes
But wouldn’t I have to manually paint each different mesh? E.g. say I have a tree, a floor and a blender monkey that are using the material. Or what mesh would I paint in this case?
Another strategy is known as the hull/shell method. Basically you have a copy of the mesh, slightly scaled up. The scaled up mesh will be masked, while the regular one isn’t. Anywhere they overlap will look fully opaque, and the edges where only the scaled up mesh exist will be your fuzzy edges.
This sounds very interesting. I had a friend talk a bit about this before but would this require overlay materials? I need everything to be done in a single material
Its a methid used in dark souls (grey wolf sif) and in the shadow of colossus. It’s only drawback is that it uses many overlaping translucent materials that can hit performance with many shells. Rigging can also be complex.
You can probably get away with using just one layer of a masked material for the look you’re trying to achieve.
You can use overlay materials, otherwise you need to build the shell into the mesh.