I want the smooth and sharp curvature mask of geometry so that I can use it in a mix color > factor
. I know we can do with Geometry > Pointiness
but it's not giving the desired results.
I found this solution that uses a normal map to convert into a curvature map but uses the compositor.
How to convert a normal map into a curvature map (per pixel curvature)
How to get a smooth curvature map from a normal map?
I wonder if it is possible to use the Geometry > Normal
to generate a curvature mask in the shader editor. and I want e.g. smooth and sharp curvature that can be controlled via a Value
node.
Value = 0 : Smooth Curvature
interpolated
Value = 1 : Sharp Curvature