[REQ] procedural edge rounding/beveling

Feature requests, bug reports and related discussion
dmn
3rd Place Winner
Posts: 243
Joined: Thu Dec 21, 2006 6:42 pm

[REQ] procedural edge rounding/beveling

Post by dmn » Tue Jun 09, 2009 4:42 pm

Since we have procedural surfaces to make modelling easier and polycount lower, I think it seems somewhat obvious that some sort of automatic edge softening would also be a time/poly saver...
It would be a setting to round or bevel the edges of a mesh or material as far as the end user is concerned.
Example image.

User avatar
Polinalkrimizei
Posts: 649
Joined: Sat May 02, 2009 6:59 am

Re: [REQ] procedural edge rounding/beveling

Post by Polinalkrimizei » Tue Jun 09, 2009 5:33 pm

That would be SO COOL!

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by zeitmeister » Tue Jun 09, 2009 8:03 pm

Really cool. But I don't think that it's able to scale, for example in an animation, is it?
But anyway, proper beveling of meshes costs really nerves and time... on the other side, it forces you to learn how to build a proper, subdividive mesh. :-)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: [REQ] procedural edge rounding/beveling

Post by CTZn » Wed Jun 10, 2009 7:50 am

Yes, simple clean shapes can be subdivided by Indigo, the feature is independent from displacement:
Attachments
unitBevel_compo_Background.jpg
unitBevel_compo_Background.jpg (17.73 KiB) Viewed 5203 times
unitBevel_compo_Layer 1.jpg
unitBevel_compo_Layer 1.jpg (19.07 KiB) Viewed 5205 times
unitBevel_compo_Layer 2.jpg
unitBevel_compo_Layer 2.jpg (19.83 KiB) Viewed 5204 times
obsolete asset

User avatar
SaphireS
Indigo 100
Posts: 134
Joined: Tue May 05, 2009 9:06 am
Location: Austria
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by SaphireS » Wed Jun 10, 2009 8:17 am

That would be great, the round-corners-shader in mental ray is great, I would love to have something like that available in Indigo.
Your ad here!

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by PureSpider » Wed Jun 10, 2009 8:19 am

The request is not about making models smooth but the rough edges of them
Like one 90° angle to two 45° ones... you know? :)

dmn
3rd Place Winner
Posts: 243
Joined: Thu Dec 21, 2006 6:42 pm

Re: [REQ] procedural edge rounding/beveling

Post by dmn » Wed Jun 10, 2009 4:46 pm

Ctzn I understand the process of subdivision. As purespider suggests my interest is not the smoothness but the facetted edges, that your lower cube's wireframe has.

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by OnoSendai » Fri Jun 12, 2009 3:11 pm

I think this is something your modelling program should do, not Indigo.

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by suvakas » Fri Jun 12, 2009 7:28 pm

OnoSendai wrote:I think this is something your modelling program should do, not Indigo.
Here's an example of FinalRender Fillet shader that can round edges.
http://cebas.com/products/feature.php?U ... 36&FID=556

Also a similar shader is present in Mentalray I think. The whole idea actually is to take away the "pain" of manual beveling of edges inside a modelling program.

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by PureSpider » Fri Jun 12, 2009 9:08 pm


User avatar
Pibuz
1st Place 100
Posts: 2646
Joined: Tue Dec 11, 2007 7:58 am
Location: Padua, Italy
3D Software: SketchUp

Re: [REQ] procedural edge rounding/beveling

Post by Pibuz » Sat Jun 13, 2009 12:34 am

I think this could really enhance Indigo generated images' overall realism.
But I know this has to be considered a side-aim, if compared to some other requests.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: [REQ] procedural edge rounding/beveling

Post by CTZn » Sat Jun 13, 2009 4:44 am

PureSpider and dmn: I understand my entry was a bit off the request :)

Do you want it for shading only or as a MPD effect ? I vote for micro polygons, with an option for flat/round edges (added to the radius or offset option obviously) :D

To answer zeitmeister below, I'm talking about extending the "shading" effect into a "displacement" effect, wich is straight forward and of the highest desired quality. That is not a shading effect anymore.
Last edited by CTZn on Sat Jun 13, 2009 5:51 am, edited 3 times in total.
obsolete asset

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by zeitmeister » Sat Jun 13, 2009 5:44 am

ChamferMaker for C4D is NOT the thing you are looking for, because it chamfers the mesh by modeling.
You want a shader which override-phongs the edges.

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by suvakas » Sat Jun 13, 2009 6:08 am

CTZn wrote: To answer zeitmeister below, I'm talking about extending the "shading" effect into a "displacement" effect, wich is straight forward and of the highest desired quality. That is not a shading effect anymore.
Displacement needs a lot of memory. At least the current implementation does. You don't want to have a real geometry if this can be created with normal shaders. My vote goes to the shader. You could then use it for the entire scene. Displacement sounds like a messy solution to me.

But something tells me this is not going to appen anyway.. so we may speculate whatever we want. :wink:

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

Re: [REQ] procedural edge rounding/beveling

Post by zeitmeister » Sun Jun 14, 2009 10:12 pm

I think suvakas is absolutely right, CTZn: Why do you want to subpoly-displace something which might be achieved by simple shading?
I am really excited about a concrete developing of this idea in Indigo.

Post Reply
20 posts