Thanks all.
Dune, Thanks for that, that setup is similar to what I'm using.
I get scared to use huge numbers with TG, as, in my mind, it means TG has to do more calculations.
I'm working on an iMacPro and am always looking to keep overhead as low as possible.
Quote from: Matt on June 19, 2022, 01:50:19 PMI would use a Build Vector node: https://planetside.co.uk/wiki/index.php?title=Build_Vector
Build Vector can be used to modify an input vector, not just build a vector from scratch. You can use this to set the Y component of your position vector to any value you like (e.g. 0), while passing through the X and Z components, and that gives you your slice.
Get Position in Texture -> "Main input"
Constant Scalar -> "Y input"
Hey Matt - below is the setup I've been using to generate Voronoi shapes, plus what I *think* you are saying, but I'm missing something.
When I replace the Voronoi data being passed to the Build Vector node with a Constant Scalar value, it isn't passing any Voronoi information anymore. I've tried all kinds of node combinations, but I don't "think in blue nodes" very well.
How would I assemble the node tree to pass the Build Vector node the "Voronoi-value at Y" instead of just a blanket Y value?
Terp