Anyone got it working?
what’s filet blur?
is that using the edge to create the appearance of a filet?
yes. you can use the vrayedgetex in the bump map to achieve this. I saw it done at siggraph, looks decent I suppose.
Works OK for me and gives results identical to f-edge that I’ve use before. They leading edge (the one facing the camera) usually looks OK and gets a good highlight and looks filleted, the back edge usually has a dark edge to it though so you’ll have to be careful where it’s used in a scene.
I am a little confused. What happens if you already have a bump map in the slot?
can someone post examples of this feature? sounds promising
To combine it with another bump simply use a composite map with the first bump beeing vrayedges…I’ve done some examples for internal coaching a bit ago:
Geometry Only:
Geometry with VRayEdgesTex in the bump slot:
Geometry with VRayEdgesTex and a cellular map in a composite map as bump:
Regards,
Thorsten
are you starting with a chamfer box, or a simple box?
wow, thanks thorsten.
that’s a plain box, 6 sides no chamfers ![]()
now, can someone do this on something that isn’t a box?
What I need is to show the edges based on angle. I believe this is something that f-edge does, but I’m not sure.
How can I get the vray edgesTex to show only edges who’s normals have a specific degree of change Only. edgesTex seems to show ALL mesh. I wouldn’t want a bump on All of that…unless I was making a box.
Works like a charm for me. When the VRayEdgesTex is in the Bumpslot it only affects hard edges (=Edges where the neighbouring faces have different smoothing groups). Works like a charm :
Took a sphere and extruded a face:
Wire:
Without VRayEdgesTex in Bump:
With VRayEdgesTex in Bump:
Regards,
Thorsten
In f-edge you can select individual edges in your model and tell it to use only those.
Ah, ok. I didn’t know it would only effect hard edges. That seems more useful to me then. I just figured it would bump Every edge. Thanks for the quick renders.
can some one try it on a complex mesh?
Edges texture worked pretty good on this quick and dirty test…
we use nPower translator. It translates nurbs data, from Rhino in our case, and uses that in max. It translates to polys at rendertime, but looks like nurbs in the viewport.
The VRayEdgesTex works on my objects and looks fine in diffuse, but it doesn’t do anything for bump even if I have really hard edges. So for me it doesn’t really help. I tried converting to polys and it still didnt’ work for the shape I have. I have hard edges, but no chamfer.
Also, I noticed on a quick box test the numbers don’t seem to match for the fillet and line thickness. The line looks good at .25 on my box, but the fillet needed 5.0 to be approximately the same? I figured it blurred the line automatically or something, but that just seems a bit much.
Also, if it blurs then I’d rather have control over that. What if I wanted a chamfer instead of a fillet? Although, that’s Really not a big deal to me.
If you have an object for which VRayEdgesTex does not work, you may want to send it over to me at vlado@chaosgroup.com, so that we can take a look at why this happens.
Best regards,
Vlado
Can’t get the effect
Any could enlighten the exact setting , I tried dropping the vrayedgetex
onto the vraymtl bump map and nothing render out as expected. Tried
different color , line weights blah blah but nothing still hard edge …
sigh
Depending on your scene units, you might need to increase the “World size” parameter of the VRayEdgesTex - the effect might be there, but just too small to see.
Best regards,
Vlado