How I Made Footprints in Blender with Geometry Nodes!
Автор: GoodGood
Загружено: 2025-04-26
Просмотров: 15113
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After trying Blender's dynamic paint, and becoming frustrated with its limitations, I turned to Geometry Nodes to try and create interactive footprints. Dynamic Paint has some awesome features but I can't live without Geo Node's custom attributes for creating shader masks. The base setup is super simple - relying on a simulated raycast node to create the indents and then messing with the result to generate new masks for extra displacement and shading effects. It's not dissimilar from @BadNormals version but he has a much better grasp on math and logic and I expect a more reliable setup. Definitely check that out if you're after a more in depth tutorial. Haven’t used this in a full scene yet so I have not worked out all the ways to optimise it yet but as long as I keep the subdivisions low, bake the simulation and use it selectively it seems promising for adding that little extra realism.
Come talk 3D on Discord ( / discord )
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