Hi,
I have an object with proper UVs, and there are other objects intersecting with it in 3D space. I would like to create an intersection mask in UV space using only Copernicus within the COP context (no geometric operations, i.e. booleans and etc, as it's needs to be procedural and work with a lot geometry).
For example, if a cube is pierced by a cylinder, I need a mask where the intersecting area (inside the cylinder) appears white, and the rest of the mask remains black.
Is this achievable in Copenicus? If so, what would be the best approach?
It's similar effect as https://docs.chaos.com/display/VMAX/VRayDistanceTex [docs.chaos.com] So i will use this mask later in coprnicus to generate complex textures for KarmaXPU
Thanks in advance!
Generate an intersection mask in UV space using Copernicus
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- in_am_i
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- in_am_i
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- LiBoNing
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You can rasterize the P and then do volumesample inside a wrangle to sample the sdf of intersecting geometry. That should be more robust then boolean.
Here's the hip file
Here's the hip file
MotionCOPs toolkit - pushing COPS into motion design and dynamic effects territory.
https://github.com/Boning1011/motion-cops [github.com]
https://github.com/Boning1011/motion-cops [github.com]
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- in_am_i
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boningmany thanks. SDF looks most promising as for me. not that "clean" method as on shader level, when you use geometry as it, without conversions, but good
You can rasterize the P and then do volumesample inside a wrangle to sample the sdf of intersecting geometry. That should be more robust then boolean.
Here's the hip file
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