[Bf-cycles] Bevel shader

Alberto Velázquez alberto3d.1984 at gmail.com
Sun Aug 20 02:42:13 CEST 2017


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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