<html><head><meta http-equiv="Content-Type" content="text/html charset=utf-8"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class="">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?<div class=""><br class=""></div><div class="">-Stefan<div class=""><br class=""><div><blockquote type="cite" class=""><div class="">On 20. Aug 2017, at 11:17, Brecht Van Lommel <<a href="mailto:brechtvanlommel@pandora.be" class="">brechtvanlommel@pandora.be</a>> wrote:</div><br class="Apple-interchange-newline"><div class=""><div dir="ltr" class="">There is no support for baking this yet, there's a bunch of issues to resolve for that still.</div><div class="gmail_extra"><br class=""><div class="gmail_quote">On Sun, Aug 20, 2017 at 2:42 AM, Alberto Velázquez <span dir="ltr" class=""><<a href="mailto:alberto3d.1984@gmail.com" target="_blank" class="">alberto3d.1984@gmail.com</a>></span> wrote:<br class=""><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr" class=""><div class="">WOW, It works really great and speedy that OSL solution. It's really exciting. Which is the workflow to bake it?<br class=""><br class=""></div>warm regards<br class=""></div><div class="HOEnZb"><div class="h5"><div class="gmail_extra"><br class=""><div class="gmail_quote">2017-08-20 1:55 GMT+02:00 Brecht Van Lommel <span dir="ltr" class=""><<a href="mailto:brechtvanlommel@pandora.be" target="_blank" class="">brechtvanlommel@pandora.be</a>></span>:<br class=""><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr" class=""><div class="">Here's a patch for a bevel shader node:</div><a href="https://developer.blender.org/D2803" target="_blank" class="">https://developer.blender.org/<wbr class="">D2803</a><br class=""><div class=""><br class=""></div><div class="">It's using a raytraced sampling algorithm that's different than other rounded edge implementations I've heard of, derived from BSSRDF sampling.<br class=""></div></div><div class="m_-2582004853302428318HOEnZb"><div class="m_-2582004853302428318h5"><div class="gmail_extra"><br class=""><div class="gmail_quote">On Fri, Aug 18, 2017 at 2:11 PM, Stefan Werner <span dir="ltr" class=""><<a href="mailto:stewreo@gmail.com" target="_blank" class="">stewreo@gmail.com</a>></span> wrote:<br class=""><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi,<br class="">
<span class=""><br class="">
> On 18. Aug 2017, at 09:40, Alberto Velázquez <<a href="mailto:alberto3d.1984@gmail.com" target="_blank" class="">alberto3d.1984@gmail.com</a>> wrote:<br class="">
><br class="">
> 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.<br class="">
<br class="">
</span>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.<br class="">
<br class="">
If anyone wants to try their luck implementing it directly in Cycles, these modifications made by Chaos Group could be helpful:<br class="">
<a href="http://on-demand.gputechconf.com/gtc/2016/presentation/s6345-taskov-blagovest-advances-in-v-ray.pdf" rel="noreferrer" target="_blank" class="">http://on-demand.gputechconf.c<wbr class="">om/gtc/2016/presentation/s6345<wbr class="">-taskov-blagovest-advances-in-<wbr class="">v-ray.pdf</a><br class="">
<span class="m_-2582004853302428318m_-5007246732118872485HOEnZb"><font color="#888888" class=""><br class="">
-Stefan<br class="">
</font></span><div class="m_-2582004853302428318m_-5007246732118872485HOEnZb"><div class="m_-2582004853302428318m_-5007246732118872485h5">______________________________<wbr class="">_________________<br class="">
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