Hi,
I am trying to generate a seam from a given input, the seam should look something like seams on a leather furniture (see below).
I believe I simply need a multi-stop gradient to create a straight seam fragment. Problem is, I want the seam fragment to follow an input map. Eg. my seam could be circular or curved, and my seam fragment should follow that curve and form a smooth curved seam.
I have used Tile Sampler node's vector map input as rotation multiplier, so it could be an option. But is it the best option for my need? Did I overlook some existing node that makes this easier?
Thx!
Replies
Using a inverted Distance node on the input map (edge detected ID map).
The new flood fill nodes might give you a bit more control than distance as you can get scale dependent gradients.