Round Edges 1.6

Hi.

With the new Version of Corona there seems to be a different in the handling of edges of geometries. Before I could apply the “round edges modifier” to separated objects with the same material. As long as they where connected the edges where never shown. But now this behavior changed. Even when I attach different geometries to one object the former edges still render as outer edges. Inserting new edges to an object still works okay.

Thought there may be a new setting inside the round edges modifier but still looks like the old one. Maybe I am missing something?

Tim

Hi, I don’t think that the behavior has changed between Corona 1.6 and 1.5.2. Please see my examples below.
If I don’t understand the issue correctly, please explain how to test it better.
You may also need to adjust the settings inside the rounded edges map itself, the ui is the same in 1.6 and 1.5.2 - basically you can tell this map to affect only the same object (other objects intersecting with it will not create rounded corners effect), same material only (objects with other materials will not create the rounded corners effect, but other objects with the same material will), or use exclude list to specify the objects. Screenshot attached.



I rebuild your scene and that works fine. The different between 1.6 and 1.5.2 shows if you put two geometries next to each other. This behavior changed. Now you have an additional edge there which just wasn’t in 1.5.2.

Tim


The objects are touching and both have faces on the inside, so it makes sense that it would have edges rounded there. If you rounded the edges with geometry, it would do the same as your seeing. If you don’t want an edge down the middle you would remove the faces that are touching.

Sure. I agree that this is logical. But before corona was not just logical, it was smart. It recognized that there are 2 objects sharing the same material, touching each other and therefor didn’t add an edge there. Maybe this was a bug in all version before 1.6. But a useful one, in my opinion.

I agree with Build. Also old scenes now render differently which is a problem if you need to go back to the old project and make some changes.
Is it maybe possible to make thick box or something so users can choose between different type of round edges behaviour ?

I agree. Deleting the inner faces at junctions like this is not intuitive, and will add considerable time to our modeling process. It breaks our old scenes, and will add to the work we need to do when a design changes.

This doesn’t help me do anything I couldn’t do before, requires changes to our workflow, and breaks our old scenes. Sounds like a bug to me.

I agree that the previous behaviour was a lot more “it just works”. Cleaning up CAD data is time consuming as it is and this is a step in the wrong direction.

Well, I do not agree. I find this behavior more logical and “straight forward” doing as expected. It might mean more dean up in some situations, but in the same time it gives you more possibilities in other situations.

Effect includes/excludes.
“Same object only” i would assume gave the edge down the middle, like it is 2 objects and you wanted the edge.
“Same material only” i would assume gave no edge down the middle, like it is 1 object merged together.
^seems like it already is a tick, thats possibly not working right?

This is what I’m getting.
Not sure anymore is it a bug, feature or am I doing something wrong :smiley:

I don’t think that this is actually the point anymore. It is not about why it is like this. It is about what is useful and what not. As other mentioned before, the new behavior of the edge modifier breaks older scences. Also it requires additional modelling / cleaning work.
For me the old behavior was just right. I never had any problems with my modelling workflow or rendering. Now I have to spend additional time to check the model, clean it or render again, if an inner face was overseen. Corona Renderer is about simplicity and speed. But the new handling of edges is not. An additional checkbox like “exclude inner faces” or something like this would be welcome. Then everybody could use it or leave it as he/she wishes.

I vote for the old method, More simple, you dont need to enter the round edges map to select the mode that will work here..

It doesn’t though, if you see the examples posted by maru, 2 different objects create a round corner where they meet, this is not how a chamfer modifier would work, but it is incredibly helpful.

In that case, Corona is smart enough to recognize that the 2 objects have the same material and are intersecting, so it assumes they are the same object.

I think the same assumption can be made for 2 objects with the same material that have absolutely no gap between them, or even 2 objects that intersect but share a face.

I think this image shows that this is indeed a bug, look at the 4th and 5th examples, if Corona is treating the 6th example as a single object, it should do the same with all of the others IMO.

Also notice what happens when I add the chamfer modifier to the second image, the images don’t match.

If you are used to modeling in Polygons, this is not an issue, as you have absolute control and you probably wouldn’t build your scene like that, but working with CAD data is very different and this “bug” is a problem for imported geometry.


The older handling of this is better I agree.

When my office models, we do not connect geometry for many elements (walls, mullions, etc) as during design things are constantly changing/moving. Such elements are left as extrusions that intersect. With the new behavior we would have to change our modeling approach and redo everything from scratch time and time again versus leaving everything as it was. Very annoying.

Should this thread be moved to bug reporting?

I don’t think so. However, if you want round edges behaviour to be changed, you can open new feature request.

I also noticed some odd behavior with rounded edges in 1.6.

There are cases where I can’t/wont join meshes together but I want rounded corners just on the visible edges only - this worked perfectly before 1.6 but now it doesn’t. I have a visible seam on objects touching each other no matter what rounded edge options I select.

To me the rounded edges feature was about simplicity; being able to knock up a super simple model without having to worry about supporting loops/polygon flow to get nice chamfered corners.

Well, if the different options doesn’t make a difference (if they all give the same result), it must be a bug?

Could it be that you simply don’t understand how it works?