I am wondering how to get “bevelled” edges using VrayEdgeTex on most imported CAD Objects. As long Objects are beeing selfcreated, it´s not a big deal of course.
But with CAD Object (converted from Body Obj. to Poly, welding all Points etc.) I literally only get the lines of all Polyedges along the surface itself.
But it does not ignore the surface edges and keep rounding the real Object Corners. They are all staying sharp.
Hi, thanks for contacting us. Could you send us an example scene with such geometry so we can test? You can do that here or through our support contact form. Please include a link to this thread in your e-mail.
AS I was extracting a sample from my scene, I encountered that the effect on the Geoedges where the round corners should be, is there. But also with the self-created Objects (ond CAD and one self-made in the scene), this issue appears
and there might be a dependency, Fully diffuse lit = you don’t see the effect, even if it´s there. But in reflective situations it becomes obvious.
One public upload here and one for you Vlado to the other upload destination.
Okay, this is a weird one. The first one is the result after opening the file. The rounded edges show artifacts. The second image shows the scene merged into a new one. That result seems okay.
Please let us know if and when you do figure it out. I have seen some occasional weirdness with this technique.I can’t always get rid of the inner lines like the OP shows above, and sometimes the edges look weird, kind of like what you show.
Oh, on your, kosso_olli, try removing any other bump maps. I think I saw issues when trying to add other bump maps as well-- I may have had to be careful to have no other bumps near the edges (like used the VRayEdgesTex as a matte, or apply in Normal mode in a Composite map, rather than add more, etc.). But it looks like you don’t have any other bump maps.
Sorry, I also need to mention, that I am on Vray 5 and Max 2023. But never the less would I agree, that it´s a strange behaviour on kosso_olli shows on post 5 here
Your rendering here differs strongly in the kind of reflection roll off compared to my sample shown in post 3 here - if you havent´ made any changes for some reason.
But I thought, if I open a scene in Vray 6 , which has been saved in Vray 5, it should look almost the same. (not talking about features belonging only to 6 of course)
But such a simple scene with 2 lights and one material is a something that should look very similar.
What if my client is telling me I need to rerender some of his products and now a long bespoken look is different now?
…in fact, if I remove the ansiotrophic effects on the material here in the sample scene, these lines are gone. But that couldn´t be the way to solve this, or? Every material status should be possible without making the edges visible?
But anyway: strange artifacts along holes still appear even after i did custom smoothinggroups along inside the holes.
maybe there ear problems with
Indeed there is quite a difference in the final render with V-Ray5. If you’d like, open a thread about this or a ticket through the support contact form and we will analyse the scene for these differences.
thanks, Vladimir much appreciate, if you can do that. I think an easier way to give service on clients cant be done, or? =)
I am already busy and struggling here with this edgeTex trouble, where I told my client he gets rounder edges and now I am having lines and these artifacts I post just now obove.
thats the bigger deal now… I need somehow help on that.
I see on your last post, that in your renderings are given this artifact as well? To me here no differences on 5 or 6. Ok, the visible edgelines seems to miss. Are you using Ansiothrophic material in Vray 6 as well?
I get this a lot with CAD cars I get from clients. Its for sure something to do with using older shaders, or bringing the data into an old lighting scene. I created a car shading scene with an hdri projection setup so the car sat nice in an environment with preset cameras. Worked fine initially but now I find if I bring a car into the scene, or that scene merged with the car, then I get rounded edges looking awful and the cad wireframe rendering as in images above.
If I just shade the car in its own scene and make new lights, then everything works correctly. I literally had to solve this same issue last week.
Thanks seaandunderdale for describing your experiences. In my memories, I found that EdgeTex once was working better and I don’t know, why it messes up now. (bug in the latest release?)
I already made everything new from scratch and haven´t used any “older” preset scenes I once made.
I used my last Joker and yes - and got rid of the problem of having the edge lines visible while using anisotropy shading: once exported as OBJ Format and reimport did the trick.
Now all lights are also (better, more real) interpreted by the surface. Shading seems more correct
But there is still the most annoying thing left, that the edgeTex is quite ugly and not usable at all.
As the OBJ reimport, it becomes a more reliable piece of geometries. This process succeeded a lot when having problematic geometry.
So I think here come probably Chaos in game which I like to ask, how to fix this issue?
I once have a new test scene here uploaded with both mentioned Geometries.
This sample shows how huge the interpretation factor of the light between the 2 Objects is. So, I believe, the OBJ reimport is much more reliable.
All with one and the same ansiothrophic material. But disappointingly, vrayEdgeTexture is not working properly. (Vray 5 for Max - latest release)
S here I would like to ask Chaos on how to get this working well? I knew it was once working well, but now I can do what i want - it´s making trouble.
Ok, before I wanted to post this, I had the idea just to take two simple boxes freshly created in Max.
Vers surprisingly, the result is as bad as the direct STEP import I had with all it´s problems: bad edged and edges are reacting to ansiotrophic settings
I really need this to sucseed this job here… how is that working on vray 6? Was not my plan to uprade now, but I need some results / solutions somehow.
The scene you posted last time was rendered with 6 on my end. I still got the weird look on all the rounded edges, until I merged the parts into an empty scene.
Maybe resetting V-Ray would work as well as the support describes, but I did not test this. Anyway, merging and resetting a scene should not be the solution to a problem.
Indeed & absolutely. Nothing against “workarounds”. But that is not very handy especially measured by a tool that should work as it once did already. This is here something, where Chaos should definitely do improvements. In fact, I believe so, since also from Maya side reports similar things.
Dear Chaos, what’s the reason for this? Like kosso_olli already said happens exactly here on my Scene: After re-merging everything in a new Scene, instantly every object is calculated properly and EdgeTex is looking good as expected.
But this is absolutely not an acceptable way of workflow. I mean, selection sets are gone, render settings - well could be restored, but render layer and associated objects on e.g. setting up multimatte all have to be redone and gives a lot of opportunities to run into new mistakes, hassling a workflow.