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Use VRayEdgesTex as a Mask

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  • Use VRayEdgesTex as a Mask

    Right now the only color operation that the EdgesTex material can do is a wireframe emulation - It'd be much more useful for edge wear, dirt in corners, etc if we could use the rounded edges capability as a mask. Unless I'm mistaken, there's no real way to do that currently. This functionality woudl be very similar to F-Edge, a plugin for the scanline renderer that I've used for over a decade.
    https://docs.chaosgroup.com/display/...C+VRayEdgesTex
    http://www.ddag.org/products.html <<F-edge product description.
    Thanks!

  • #2
    Curvature would do this but it really needs an option to separate convex and concave. VrayDirt with invert normal can do something similar too but it has some issues with objects that have very thin parts and very thick parts.

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    • #3
      Via the lovely peter guthrie - http://www.peterguthrie.net/blog/200...-dirt-tutorial

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      • #4
        Yes, I'm aware of the methods to hack it...but they have a lot of imitations; specifically the ability to have hard nonblurred edges, control over the exact width, ability to handle large and narrow objects at the same time and, more importantly, curved shapes without angle artifacts.

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        • #5
          I'd like to bump this again - Another major issue with the hacky workaround is that objects on top of other objects (say like panels) will also have the effect applied across their entire surface. Really, this request is for a utility that would make a ton of things easier...and just work!

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          • #6
            Maybe this could help from Itoosoft: https://www.itoosoft.com/freeplugins/coloredge It's free and I use it all the time...
            www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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            • #7
              diparisi: Thanks! Well, that doesn't really work for a couple of reasons. Firstly, it will work on every visible edge - not great if you want to keep your models readable.
              Secondly, it doesn't differentiate between concave and convex edges. Thirdly, it doesn't work with VRay Next GPU. That last one is a requirement, I'm afraid. I'm still hoping to get the already existing VRayEdgesTex functionality working as a mask.
              Thanks!

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              • #8
                Just checking in on this one again.

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