Baking Bevel in Cycles

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Dez!
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Re: Baking Bevel in Cycles

Post by Dez! »

This render of the cube is the coolest render over the past few years.
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Dade
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Re: Baking Bevel in Cycles

Post by Dade »

Some progress:

bevel.jpg
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AndreasResch
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Re: Baking Bevel in Cycles

Post by AndreasResch »

The agony of having to wait. Ahhhhhhhhh!
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TAO
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Re: Baking Bevel in Cycles

Post by TAO »

amazing results as always.
marcatore
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Re: Baking Bevel in Cycles

Post by marcatore »

and now..concave shape ... :)
tokiop
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Re: Baking Bevel in Cycles

Post by tokiop »

Great results Dade ! This will be very useful for realistic renders...

Do you already have an idea on how bevel radius will be controllable ? Edge weight, texture map, material based... maybe this is more an plugin implementation topic though.

The thread seems to have multiple topics : 1) bevel baking (fixed?) 2) microfacet based normal mapping (interesting ongoing topic) 3) capsule bevel development (interesting ongoing topic), maybe splitting the thread would make sense ?

Have a great day and week end !
AndreasResch
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Re: Baking Bevel in Cycles

Post by AndreasResch »

A last follow up on the normal mapping issue. Here are two comparisons. The left one uses displacement to create the surface structure, the right one uses normal mapping to do so. As you can see, in the displacement version the gray floor is properly reflected in the elevated areas. In the normal version, the reflection is very dark.

Image

Image

I'll leave it up to you guys now to decide if this is worth investigating.
kintuX
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Re: Baking Bevel in Cycles

Post by kintuX »

Know limits as already explained in this thread. Nothing new to investigate.
Maybe you just need to study more... ;)
AndreasResch
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Re: Baking Bevel in Cycles

Post by AndreasResch »

I'd appreciate it if you stay away from ad hominems. Adding a winky eye doesn't make them funnier. Cheers.
tokiop
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Re: Baking Bevel in Cycles

Post by tokiop »

AndreasResh, I find you test well done and test / illustrate well current limitations. Comparing with displacement is a good idea. So thanks for taking time for this and sharing your results.

I wonder if displacement in Lux would exhibit the samed bright border (fresnel?) seen in the Cycles renders, but it might also be due to the shaders.
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