[Bf-cycles] Bevel shader

Alberto Velázquez alberto3d.1984 at gmail.com
Thu Sep 7 11:14:17 CEST 2017


Any news about this patch? some people, included me, are waiting a confirm
patch to use this blender feature in production.

2017-08-21 0:20 GMT+02:00 Brecht Van Lommel <brechtvanlommel at pandora.be>:

> Baking should work now with the latest patch and commits in master.
>
> Still a problem is that normal baking does not use AA samples, which then
> requires using very high samples in the bevel shader, which is bad for
> regular renders.
>
> On Sun, Aug 20, 2017 at 8:03 PM, Alberto Velázquez <
> alberto3d.1984 at gmail.com> wrote:
>
>> Hi
>>
>> Brecht, I don't know if you thought in this in your idea of
>> implementation but It's wonderfull. I didn't think in that. With the
>> implementation that you made now a user can "paint" normal maps panels only
>> adding geometry near to the object. The tool now is double ground breaking.
>>
>> http://i.imgur.com/Evyasjv.png
>>
>> Warm Regards
>>
>> 2017-08-20 19:02 GMT+02:00 Alberto Velázquez <alberto3d.1984 at gmail.com>:
>>
>>> Hi
>>>
>>> I have tried the shader in a really complex project (before bevel
>>> modifier workflow) and the result is very good. The model that originally
>>> needs 180k tris (1,4 with subdivision) only needs now 30k, and could be
>>> better. The render time was in a laptop 4 minutes at 1080p, a good time
>>> with 12 samples.
>>>
>>> I didn't see any problem except that in a model with bad scale the
>>> shader made strange shapes, but with apply scale was enough to solve.
>>>
>>> http://pasteall.org/pic/show.php?id=118135
>>>
>>> warm regards
>>>
>>> 2017-08-20 16:58 GMT+02:00 Brecht Van Lommel <brechtvanlommel at pandora.be
>>> >:
>>>
>>>> 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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