Hello,
"we" are once again at the ever-lasting topic of organic breaking edges, but accomplished in a procedural way.
Someone found a good approach with subdividing and displacement along with the surface directions on a flat plane.
This was possible because the surface is of course easy to define in world space.
For a more complex bent object is the "opposite" of the surface normal needed.
Currently, we can only choose surface normal (or vertex normal) but can not use it as a reference space for each single particle to define X, Y and Z.
And defining displacement directions (X Y Z) is only in "world space" or "object space" possible, but for the bent surface of a sphere it does not help.
On the screenshot with the "test sphere" we want to get the vertices being displaced only along the surface direction.
(This is similar to the approach, to give inner faces an own MatID and displace them: That is also using the "surface direction". But this MatID workflow is much heavier and impossible for small tweaks)
2. Also helpful would be, to be able to only define border edges for this displacement action.
Because inner faces do not change the cut and only distort mapped textures.
Otherwise this method is only usable for monochrome objects.
Missing "surface direction" = those axis which are NOT along the surface normal:
The expected result from this approach is very nice and organic looking, something Tyflow would really help to get procedurally so easy!
Also, it should be possible, to let that only happen on previously broken edges.
In this case, a mapped texture becomes distorted all other "good" edges were involved too.
Clearly to see at the outer shapes in this screenshot:
Thanks for looking!
p.s. I should have posted this better at the "feature request section"
"we" are once again at the ever-lasting topic of organic breaking edges, but accomplished in a procedural way.
Someone found a good approach with subdividing and displacement along with the surface directions on a flat plane.
This was possible because the surface is of course easy to define in world space.
For a more complex bent object is the "opposite" of the surface normal needed.
Currently, we can only choose surface normal (or vertex normal) but can not use it as a reference space for each single particle to define X, Y and Z.
And defining displacement directions (X Y Z) is only in "world space" or "object space" possible, but for the bent surface of a sphere it does not help.
On the screenshot with the "test sphere" we want to get the vertices being displaced only along the surface direction.
(This is similar to the approach, to give inner faces an own MatID and displace them: That is also using the "surface direction". But this MatID workflow is much heavier and impossible for small tweaks)
2. Also helpful would be, to be able to only define border edges for this displacement action.
Because inner faces do not change the cut and only distort mapped textures.
Otherwise this method is only usable for monochrome objects.
Missing "surface direction" = those axis which are NOT along the surface normal:
The expected result from this approach is very nice and organic looking, something Tyflow would really help to get procedurally so easy!
Also, it should be possible, to let that only happen on previously broken edges.
In this case, a mapped texture becomes distorted all other "good" edges were involved too.
Clearly to see at the outer shapes in this screenshot:
Thanks for looking!
p.s. I should have posted this better at the "feature request section"