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  • Rounded edges implementation

    I understand that rounded edges uses bump mapping - and that's why at the moment it needs a map in the bump slot - but it doesn't seem to be the most intuitive implementation because it doesn't function in the way you'd expect a map to.

    It's such a useful feature that maybe it could be a parameter in any v-ray material's main rollout?

  • #2
    There are some advantages to having it as a texture, as opposed to material parameters:

    *) We have lots of materials (VRayMtl, VRayCarPaintMtl, VRayStochasticFlakesMtl, VRayFastSSS2 mtl etc). Adding rounded edges parameters to all of them means a lot of repetitive code and potentially more bugs;
    *) You may want to add rounded corners to a complex material like a VRayBlendMtl material; adding rounded edges parameters to all sub-materials is impractical; the option to use VRayBumpMtl material + VRayEdgesTex is a better solution;
    *) You can attach the same VRayEdgesTex texture to multiple materials and control the rounded corners radius from just a single place, instead of having to adjust all individual materials.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Originally posted by vlado View Post
      There are some advantages to having it as a texture, as opposed to material parameters:

      *) We have lots of materials (VRayMtl, VRayCarPaintMtl, VRayStochasticFlakesMtl, VRayFastSSS2 mtl etc). Adding rounded edges parameters to all of them means a lot of repetitive code and potentially more bugs;
      *) You may want to add rounded corners to a complex material like a VRayBlendMtl material; adding rounded edges parameters to all sub-materials is impractical; the option to use VRayBumpMtl material + VRayEdgesTex is a better solution;
      *) You can attach the same VRayEdgesTex texture to multiple materials and control the rounded corners radius from just a single place, instead of having to adjust all individual materials.

      Best regards,
      Vlado
      Although I have thought the same way as Kim - these are some very valid points.
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        Originally posted by vlado View Post
        There are some advantages to having it as a texture, as opposed to material parameters:

        *) We have lots of materials (VRayMtl, VRayCarPaintMtl, VRayStochasticFlakesMtl, VRayFastSSS2 mtl etc). Adding rounded edges parameters to all of them means a lot of repetitive code and potentially more bugs;
        *) You may want to add rounded corners to a complex material like a VRayBlendMtl material; adding rounded edges parameters to all sub-materials is impractical; the option to use VRayBumpMtl material + VRayEdgesTex is a better solution;
        *) You can attach the same VRayEdgesTex texture to multiple materials and control the rounded corners radius from just a single place, instead of having to adjust all individual materials.

        Best regards,
        Vlado
        Thanks, I see!

        '*) You may want to add rounded corners to a complex material like a VRayBlendMtl material; adding rounded edges parameters to all sub-materials is impractical; the option to use VRayBumpMtl material + VRayEdgesTex is a better solution;'

        I wondered about this - I've never actually used the bump material. Should that material be applied to the object with the edgestex in the bump slot and then the blend material in the base mtl slot? What's the best way to add a bump material to the in addition to the edgestex - and how will it interact with it?

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        • #5
          Hi,

          I discovered an odd behaviour with the EdgesTex in shading.

          The following simple cube has the size 1x1x1m, simple material and simple sun and render setting.

          Shading of the shadow on the right side seems a bit abrupt at the top edges and the corner in foreground.

          When apply a chamfer to the edges of 5cm, it looks off, too, no matter of smoothing the geometry.
          Changes in render settings or BRDF lead to the same result.

          Any ideas what this could be?

          kind regards
          martin
          Attached Files
          Last edited by marty030; 27-07-2016, 04:00 AM.

          Comment


          • #6
            This is normal - the rounded edges are just a bump effect, the shadows are still calculated using the original geometry. Using soft shadows might help to reduce the effect.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              Thanks for the reply!
              And kudos for your implementation. I did a comparison with MentalRay and the way canĀ“t handle the chamfer speaks for itself.

              Click image for larger version

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