Select an object, and click “Apply to Mesh”. The generator will convert the edges to welds. A procedural metal material will be applied to the object, you can change that material on the geometry nodes modifier properties or you can bake the material to save processing time.

The tempered/burnt metal 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 Edges Angle:
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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