I use VRayEdgesTex quite a lot to create easy rendertime chamfers on objects. But sometimes, with complex geometry (like CAD data), the map doesn't manage to stay free of artifacts around certain edges. Now I was wondering, are there any VRay compatible alternatives to this, that might work better?
Furthermore, how exactly does the map work under the hood when used as a bump map? Is it still just creating a two-color edge-map (like it does when used as a diffuse map) which gets used as a bump? Could the same effect be achieved by properly unwrapping the geometry, simply tracing the edges on the unwrapped geometry in Photoshop, and then using that map as a bump? Because if that's possible, we wouldn't have to rely on the map to properly find the edges (with the added bonus of being able to use variable edge widths in the map).
VRayDirt can also be used to create an edge map (when "invert normals" is used). Can this be utilized for edge chamfering in any way? (since VRayDirt can't be used as a bump, maybe by baking the edge map with it?)
Furthermore, how exactly does the map work under the hood when used as a bump map? Is it still just creating a two-color edge-map (like it does when used as a diffuse map) which gets used as a bump? Could the same effect be achieved by properly unwrapping the geometry, simply tracing the edges on the unwrapped geometry in Photoshop, and then using that map as a bump? Because if that's possible, we wouldn't have to rely on the map to properly find the edges (with the added bonus of being able to use variable edge widths in the map).
VRayDirt can also be used to create an edge map (when "invert normals" is used). Can this be utilized for edge chamfering in any way? (since VRayDirt can't be used as a bump, maybe by baking the edge map with it?)
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