Mask by Curvature¶
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.