Skip to content

Mask by Curvature

icon

Creates a mask from mesh curvature. Internally uses the vertLab Curvature modifier.

Settings

Mix

Mix generated mask with existing one.

  • Blend Mode: Blend mode with existing mask:
    • Disable: Disable blend.
    • Replace: Replace A with B.
    • Multiply: Muliply A by B.
    • Add: Add B to A.
    • Min: Minimum value of A and B.
    • Max: Maximum value of A and B.
    • Screen: Brighten A using the brightness of B.
    • Overlay: Brighten/darken A using values above/below 0.5 on B.
    • Divide: Divide A by B.
    • Subtract: Subract B from A.
  • Opacity: Opacity of blend.

Curvature

Settings for curvature generation.

  • Curvature: What areas of curvature to mask:
    • Full Curvature: Map full curvature to 0-1 range. 0.5 = No curvature, >0.5 = Convex, <0.5 = Concave.
    • Convexity: Map convexity to 0-1 range. 0 = Flat or concave, 1 = Maximum convexity.
    • Concavity: Map concavity to 0-1 range. 0 = Flat or convex, 1 = Maximum concavity.
    • Absolute Curvature: Ignore concavity/convexity. Map any curvature to 0-1 range.
  • Method: Method for measuring mesh curvature:
    • Edge Angle: Average edge angle for each vertex. Cheap curvature with no scale.
    • Mean Curvature: Mean curvature of mesh. Values are relative to a specified distance.
    • Gaussian Curvature: Gaussian curvature of mesh. A measure of surface shape: domes/bowls are lighter, saddles are darker. Values are relative to a specified distance.
    • Raycast Curvature: Use raycast collisions in a sphere to approximate larger scale curvature. Higher ray lengths will darken concave areas.
    • SDF Curvature: Generate a SDF from the mesh to read curvature from.
  • Space: Which space to calculate curvature in.
    • Local: Use object coordinates.
    • Global: Use world coordinates.
  • Scale: Distance that curvature is measured against. Sets the black/white points of the output.
  • Max Angle: Maximum edge angle. Sets the black/white points of the output.
  • Calculate on Boundaries: Cast rays from mesh boundaries. When on boundaries will often show convex curvature.
  • Ray Count: Number of rays cast from each point. More rays increases quality but is more expensive. You can use a blur to smooth noise instead of raising the number of rays too high.
  • Ray Length: Maximum distance to check for ray collisions. This will likely increase collisions and therefore scew the curvature towards concave (darker).
  • Voxel Size: Voxel size of the SDF, smaller values will create more detailed results but get exponentially more expensive. Hold [Shift] for more granular control.
  • Smooth SDF: Number of iterations to smooth the SDF before reading curvature.

Blur

Blur curvature to smooth results, useful for reducing raycast noise.

  • Blur Iterations: Blur iterations to apply to curvature.

Values

Further adjust mask values.

  • Contrast: Add S-curve contrast to values.
  • Contrast Midtone: Change the midpoint of the contrast S-curve.
  • Black Point: Black point of mask, increase to spread black values.
  • White Point: White point of mask, decrease to spread white values.