Documentation
Material generator.meshCurvature
The Mesh Curvature node on the VFX Loom graph canvas.
Fig. 1 The Mesh Curvature node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Bakes convex and concave edge information from a mesh into a UV-space mask.

Material source. Bakes the selected mesh's convex and concave edge response into its UV layout; it has no graph inputs.

Category
Material
Internal ID
generator.meshCurvature
Version
Current audited reference

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
Mesh Asset "" Not declared — Local control documented by the production node behavior.
Mode Enum Both Not declared Both · Convex · Concave Selects the mode behavior; each option changes the operation described in the overview.
Strength Scalar 1 Not declared Hard 0..8 · Step .05 Local control documented by the production node behavior.

Outputs

OutputTypeMeaning
mask Image The production node output described by the overview.

Usage

In practice

  • Choose a target mesh, then use the baked mask to isolate convex or concave edges.
  • Feed the mask into Colorize, Mask, or a Material Output channel as required.

Examples

These examples show Mesh Curvature in supplied VFX Loom graph setups. Each graph link opens the corresponding node reference; the explanation below the media is specific to this node's role in that setup.

Material maps and masked detail

A Material graph combines procedural colour, mesh-derived curvature and occlusion, roughness, normal detail, and a layered composite.

VFX Loom Material graph showing Noise, Levels, Colorize, Mesh Curvature, Mesh Ambient Occlusion, Blend, Roughness, Normal From Height, Composite, and Material Output.
Fig. 2A second Material graph showing mesh-derived detail and layered map construction on a custom preview mesh.

How Mesh Curvature contributes

Mesh Curvature supplies an edge-oriented mask from the preview mesh.

Notes / limitations

  • The map is baked into the mesh UV layout and has no graph inputs.