Announcement

Collapse
No announcement yet.

curvature shader

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    The mia_material of mental ray has nice features, in max it's called Pro Materials i think. this is one of its feature. Round corners. you can choose in the material the option to round corners or not. you can even specify a fillet radius with images or with math operators. and you can even blend the fillets between more than one material.
    it would be a very very nice option for vray i think. would save a lot of time in modeling.
    those things add a lot to images.

    Comment


    • #17
      Originally posted by MikeeMax View Post
      The mia_material of mental ray has nice features, in max it's called Pro Materials i think. this is one of its feature. Round corners. you can choose in the material the option to round corners or not. you can even specify a fillet radius with images or with math operators. and you can even blend the fillets between more than one material.
      it would be a very very nice option for vray i think. would save a lot of time in modeling.
      those things add a lot to images.
      that would be an extended vray edge map i think?
      you can currently use it in the bump channel for the round corners effect, but not for masking i think.
      Sascha Henrichs
      Piranha-Bytes
      Graphics

      www.saschahenrichs.com

      Comment


      • #18
        i don't think this has anything to do with vray edge tex map...

        Comment


        • #19
          Originally posted by aphexx View Post
          really? i will give it a try, but i doubt one can achieve those corners on any covexity of a mesh.
          did you ever used the map for this effect?
          Here's a quick test. VRayDirt using inverted normals, same object only, not ignoring for GI and a fractal noise map in the radius slot. I used the vray dirt map as the mask in a mix map so I could control edges better (the rust edges stop fairly quick instead of fading that you'd normally get with vraydirt). The mesh on the left is just a meshsmoothed version of the one on the right. It's not perfect and really isn't the same as a curvature shader but it gets the job done in a lot of cases.


          Attached Files
          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.

          Comment


          • #20
            Originally posted by dlparisi View Post
            The mesh on the left is just a meshsmoothed version of the one on the right. It's not perfect and really isn't the same as a curvature shader but it gets the job done in a lot of cases.
            the whole point of a geometry shader which could round corners is actually to avoid meshsmooth, and keep the geometry as light as possible, while detail is added at rendertime.

            Comment


            • #21
              Originally posted by dlparisi View Post
              Here's a quick test. VRayDirt using inverted normals, same object only, not ignoring for GI and a fractal noise map in ....
              dlparisi, this is just cool. i'm stunned. i didnt know, that you can use the edge map also as a mask but only as round corners and wire effect.
              very cool!

              @mikemax: my first preference of a geometry shader is having automated shading and in consequence less work.
              are you aware, that when you place the edge map in your bump channel, it actually does a "round corners" effect? its not having much options but world units to set the amount of the "roundness" but it does the trick somehow
              Last edited by aphexx; 21-04-2009, 06:40 AM.
              Sascha Henrichs
              Piranha-Bytes
              Graphics

              www.saschahenrichs.com

              Comment


              • #22
                Originally posted by aphexx View Post
                dlparisi, this is just cool. i'm stunned. i didnt know, that you can use the edge map also as a mask but only as round corners and wire effect.
                very cool!
                he just said he made the round corners with meshsmooth, not with edgetex..

                Comment


                • #23
                  Originally posted by MikeeMax View Post
                  the whole point of a geometry shader which could round corners is actually to avoid meshsmooth, and keep the geometry as light as possible, while detail is added at rendertime.
                  Didn't he want to get rusted edges where the geometry was already curved? That's what I got from his first post.

                  You can always use the VrayEdges texture to round the corners anyways.
                  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.

                  Comment


                  • #24
                    Originally posted by dlparisi View Post
                    Didn't he want to get rusted edges where the geometry was already curved? That's what I got from his first post.

                    You can always use the VrayEdges texture to round the corners anyways.
                    ah yes ? and how ?
                    the vray edge tex is to simulate the wireframe effect i thought ? how could it round the corners ?

                    Comment


                    • #25
                      Originally posted by MikeeMax View Post
                      ah yes ? and how ?
                      the vray edge tex is to simulate the wireframe effect i thought ? how could it round the corners ?

                      you put it in the bump slot. Vray has had this capability for a bit now.
                      ____________________________________

                      "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

                      Comment


                      • #26
                        thanks for the tip, i didn't know.... does it work well (quality, control...) ?

                        Comment


                        • #27
                          Originally posted by dlparisi View Post
                          Didn't he want to get rusted edges where the geometry was already curved? That's what I got from his first post.
                          ..
                          yes. that is what he wanted very cool solution. thank you for this tip!
                          Sascha Henrichs
                          Piranha-Bytes
                          Graphics

                          www.saschahenrichs.com

                          Comment


                          • #28
                            Originally posted by dlparisi View Post
                            Didn't he want to get rusted edges where the geometry was already curved? That's what I got from his first post.
                            yes sorry, i took his wishes for mine.... i should open my own wish thread

                            Comment


                            • #29
                              Originally posted by dlparisi View Post
                              Here's a quick test. VRayDirt using inverted normals, same object only, not ignoring for GI and a fractal noise map in the radius slot. I used the vray dirt map as the mask in a mix map so I could control edges better (the rust edges stop fairly quick instead of fading that you'd normally get with vraydirt). The mesh on the left is just a meshsmoothed version of the one on the right. It's not perfect and really isn't the same as a curvature shader but it gets the job done in a lot of cases.


                              How did you get the orange edges so orange...when I try this, my edges where the vray dirt shows are very faint..the vraydirt shader seems to falloff very quickly and not be true black and white to use as a mask...
                              Regards

                              Steve

                              My Portfolio

                              Comment


                              • #30
                                I used the vraydirt map in the mask slot of a mix map. If you check the Use Curve button in the Mixing Curve section you can then make a steep dropoff wherever you'd like the color to stop. So with this you can have a 60% grey value be 100% orange (or whatever number suits your need) and then very quickly drop off to be 100% green once the dirt value is say 55%. Hope that makes sense.
                                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.

                                Comment

                                Working...
                                X