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With the geometry node, I can retrieve the z coordinate for use in shading. Also, I can use map range, truncate, and divide, to "posterize". Is it possible to produce level curves, that is what would happen if you used some kind of edge detection after posterization.

An example of a function surface with level curves on the texture: enter image description here

Chris
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user877329
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  • Could you provide a reference or sample of the effect you are trying to achieve? – Samuel Jun 26 '22 at 15:54
  • @user877329: pls do not link images but copy/paste them directly in the questions. thx. One reason for this is, if the content of the link "dies", your whole question is useless for others. The second reason is that you "directly" can read your question without having to click on links. – Chris Jun 26 '22 at 16:44
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    You can find a shader solution here – Robin Betts Jun 26 '22 at 17:27
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    @RobinBetts: wow...another genius answer from you...Chapeau! – Chris Jun 26 '22 at 17:34

1 Answers1

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you can try this node setup:

enter image description here

to get this:

enter image description here

The basic idea is just using boolean mesh operations as planes, use the result and convert it to a curve and add a color.

another node setup (which is more stable because mesh boolean is making often trouble):

enter image description here

Raycast is much more stable:

enter image description here

enter image description here

Chris
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