VRayEdgesTex for bump and dark corners

Hello,

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.

Best regards,
Vlado

aah create one! thx

Re: VRayEdgesTex for bump and dark corners

Noted.
Finally I have the certainty that they have beds in the offices. :lol:

omg lol lele

Re: VRayEdgesTex for bump and dark corners

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…

Regards H.Kroeber

Hi,

does the mesh have vertex normals?

Best regards,
Dieter

I thought every Vertice have it own normal :wink:

I found the problem.. i had to weld all vertices on the edges the object was parted into elements.. so vray couldnt find a corner..

Nice effect by the way.. saves a lot of work..

Regards H.Kroeber