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[Feature Suggestion] Add an option to bevel bricks via shader #87

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lashmanRB opened this issue Aug 28, 2023 · 2 comments
Open

[Feature Suggestion] Add an option to bevel bricks via shader #87

lashmanRB opened this issue Aug 28, 2023 · 2 comments

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@lashmanRB
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i appreciate the option to bevel the bricks on import via the bevel modifier, but unfortunately A LOT of the bricks are so poorly modelled that the option at best does nothing (the bevel modifier by default has an option to limit bevels to prevent the models from "exploding" when used) and at worst just pokes holes in models everywhere. So it would be cool if there was also an option to add bevels via the bevel shader node in Cycles, this way it doesn't matter how good or bad the models themselves are - they would still appear bevelled correctly in renders, here's a quick example:

image

image

@TobyLobster
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I don't typically see issues with the bevel, but I have seen issues when using "High Resolution Primitives" as many of these are less well modelled. The workaround is to use the "Standard primitives" option.

If this is not the problem in your case, I would be interested to see examples of this going wrong. Thanks!

(I have just released a new version for Blender 4 incidentally).

@cjhendrix
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I do often have issues with the bevel regardless of high or standard resolution primitives. What I see most often is not holes (though that happens too sometimes), but it's that the bevel is effectively disabled for a part by the "clamp overlap" function reacting to a problem in the geometry, so the parts end up looking too sharp.

I often turn off "clamp overlap" for parts where this is a problem. This usually fixes it, but for some parts this results in some spikes or flower-like geometry being generated by the bevel modifier.

I had never thought of trying to work around that by using a bevel node in the shader. I'll experiment with that in my next project.

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