Click the Add Asset button

Go to Blender’s modifier tab and inside the geometry nodes modifier you will see a field to select the target object where you will be drawing your curves.

-Select the asset and enter edit mode, select all points (CTRL+A) and delete them.
-Still in edit mode, on the left toolbar (toggle with T)

-Select the Draw Tool, Make sure your Curve Type is Bezier and you are in Surface Method.

Then you can start drawing curves on the target object’s surface to create the weld.

How to get the burned/tempered metal effect?

A special group node was added to the Sanctus Library shader tools (Shader Editor N Panel)
Under “Complements” category you will find a new tool “SL Weld Marks”, add it to the material that you want to use on the target object and connect color and roughness to the material color and roughness inputs. Once connected, when you draw the weld curves you will see the marks.

The effect is achieved by using a custom Ambient Occlusion node that only reacts to other objects and not itself, so if you add other objects too close they will also cause marks. You could bake the material using SL bake tool to increase viewport speed and also that will bake the marks that will no longer react to other objects


Target Object: The object where you will be drawing the curves
Weld Material: The material used by the weld trace

Weld Color: Weld color
Weld Metallic: Weld Metallic
Weld Roughness: Weld Roughness
Spacing: The spacing between dots
Scale Ratio: Aspect ratio of the dots
Scale Factor: A factor to scale the dots using the defined scale ratio
Scale Jitter: A parameter to add some scale variation along the curves
Scale Jitter Frequency: The frequency for the scale variation
Skipping: Smaller dots start being removed as we increase this value
1st dot Height Factor: The first dot of each curve height (since this dot doesn’t have a precedent dot covering it, sometimes we can see it go below the surface, with this value you can avoid that)
Offset: Offsets the curve position along the normals (to control the distance to the surface)
Rotation: Controls the local rotation of the dots

Realize Instances: Activate this Only before applying the modifier to convert instances to mesh. (It may take some processing time) More about converting GN to mesh

User’s Gallery

Render by Sanctus

Do you want to be featured in the user’s gallery?
Submit your render or video in the #submit-render channel of Sanctus Library discord: Link:


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