[Bf-cycles] Bevel shader

Brecht Van Lommel brechtvanlommel at pandora.be
Sun Aug 20 16:58:27 CEST 2017


It's difficult to do that for arbitrary mesh topology. I haven't thought
about it too deeply, but some problems:

* There can be other triangles between the current triangle and the edge to
be beveled, making computing the distance difficult.
* The normal interpolation would need to be non-linear in some way that I'm
not sure is easy to do smoothly across neighboring triangles.
* There can be more beveled corners nearby than you can capture with
vertex/edge attributes, for example near the middle of an edge.

Besides that, raytracing works across disconnected components which seems
to be a feature that users want.


On Sun, Aug 20, 2017 at 12:35 PM, Stefan Werner <stewreo at gmail.com> wrote:

> Maybe I’m overlooking something, but why is ray tracing necessary for
> beveled edges? Wouldn’t it be more accurate and quicker to store per-face,
> per-vertex and per-edge normals and blend between them based on the current
> point’s distance to the nearest edge and vertex?
>
> -Stefan
>
> On 20. Aug 2017, at 11:17, Brecht Van Lommel <brechtvanlommel at pandora.be>
> wrote:
>
> There is no support for baking this yet, there's a bunch of issues to
> resolve for that still.
>
> On Sun, Aug 20, 2017 at 2:42 AM, Alberto Velázquez <
> alberto3d.1984 at gmail.com> wrote:
>
>> WOW, It works really great and speedy that OSL solution. It's really
>> exciting. Which is the workflow to bake it?
>>
>> warm regards
>>
>> 2017-08-20 1:55 GMT+02:00 Brecht Van Lommel <brechtvanlommel at pandora.be>:
>>
>>> Here's a patch for a bevel shader node:
>>> https://developer.blender.org/D2803
>>>
>>> It's using a raytraced sampling algorithm that's different than other
>>> rounded edge implementations I've heard of, derived from BSSRDF sampling.
>>>
>>> On Fri, Aug 18, 2017 at 2:11 PM, Stefan Werner <stewreo at gmail.com>
>>> wrote:
>>>
>>>> Hi,
>>>>
>>>> > On 18. Aug 2017, at 09:40, Alberto Velázquez <
>>>> alberto3d.1984 at gmail.com> wrote:
>>>> >
>>>> > Actually we have a workaround to try bevels with OSL, but it don't
>>>> work properly, it's really slow (x5-10 times in render time from CPU) and
>>>> it is really complex to use. And It's worst baking.
>>>>
>>>> Without having tried it, I wouldn’t expect much better performance
>>>> without OSL. A rounded edge shader requires tracing several extra rays,
>>>> which are costly regardless of the shader language.
>>>>
>>>> If anyone wants to try their luck implementing it directly in Cycles,
>>>> these modifications made by Chaos Group could be helpful:
>>>> http://on-demand.gputechconf.com/gtc/2016/presentation/s6345
>>>> -taskov-blagovest-advances-in-v-ray.pdf
>>>>
>>>> -Stefan
>>>> _______________________________________________
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>>>>
>>>
>>>
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>>
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