Themes
Report article RSS Feed Shader-Based Beveling

Quickly produce rounded or chipped edges to be baked into normal maps for games.

Posted by Cryrid on Jun 24th, 2010
Basic Props Modelling.

This is a pretty straight-forward process. Instead of beveling your mesh to created rounded corners (its rare to find perfect 90' edges in real life), you can quickly slap on a Mental Ray Rounded_Corners shader, and bake the result into a normal map using rendermap. A bonus to this, aside from how quick it is to do, is that you can also use an image to drive the strength of the rounded_corners, which allows you to create warped and chipped edges extremely quick. 

Post comment Comments
J.D.*
J.D.* Apr 15 2011, 5:01pm says:

Very awesome technique, thanks! Took me awhile to find but 3ds Max has the Arch and Design Shader for Mental Ray with the option to fillet the edges. What a time saver.

+1 vote     reply to comment
GreenBean
GreenBean May 24 2011, 2:37pm says:

Excellent, hard edges are a real give away as to the quality of anything digital, so this is a real bonus to game quality.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Tutorial
Browse
Tutorials
Report Abuse
Report article
Related Groups
Softimage 'rs
Softimage 'rs Arts & Literature group with 23 members
VITRIOL 3D
VITRIOL 3D Arts & Literature group with 108 members