[Bf-funboard] Doing bevels without bevels

IL'dar AKHmetgaleev akhilman at gmail.com
Tue Jun 5 01:11:27 CEST 2012


На Mon, 4 Jun 2012 21:30:48 +0200
Knapp <magick.crow at gmail.com> записано:

> On Mon, Jun 4, 2012 at 7:55 PM, Bassam Kurdali <bassam at urchn.org>
> wrote:
> > On Mon, 2012-06-04 at 18:13 +0200, Knapp wrote:
> >> On Mon, Jun 4, 2012 at 5:56 PM, Bassam Kurdali <bassam at urchn.org>
> >> wrote:
> >> > Yes, very useful, Modo has this, and, in fact, there's a
> >> > developer doing just this for cycles; I know the thread is long,
> >> > but it's on the cycles thread in blender artists. He's not ready
> >> > to request a code review yet, but he's posted some promising
> >> > pictures.
> >>
> >> Cool! But not for normal render?
> >
> > no, this is specifically for cycles. Blender internal seems to be
> > more in bug fix than new feature mode, and to be honest, I'm fine
> > with that; a lot of the more 'advanced' features in internal do not
> > work all that well (SSS, material nodes) since they are
> > bolted/hacked onto a very ancient core that was not designed for
> > them, and they require workarounds in many cases.
> 
> Yes, I understand that but what I was thinking about was making a
> thingy that would work like the unwrapper that finds angles as it
> unwraps and then create a UV normal map with adjustments at these
> sharp angles. I am not sure that would work but I think it would. It
> would only mean writing something that make the normal map texture. I
> wish I was a coder because it seems like it might be simple but famous
> last words right?

It also could be done with a kind of micropolygon implementation.
SubSurface modifier with adaptive tessellation for example.

--
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Втр Июн  5 06:08:56 NOVT 2012
Mon Jun  4 23:08:56 UTC 2012
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