[Bf-cycles] Bevel shader

Brecht Van Lommel brechtvanlommel at pandora.be
Sun Aug 20 01:55:58 CEST 2017

Here's a patch for a bevel shader node:

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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