As some of you have noticed, using VRayEdgesTex for round corners on objects with glossy materials can lead to dark edges of the objects, like this:
You can reduce the effect a lot by using the Phong BRDF instead, like so:
The problem is a deficiency in the Blinn/Ward shading model for glossy reflections at grazing angles that I have discussed before. With that said, we are also working on a more accurate shading model that does not have such issues.
Hi Vlado
Are there any restrictions with this roundcorner effect??
i tried it with standard primitives and it worked well .. but with an imported mesh with “little” complexity it doesnt work…