EEVEE curvature node
Workbench has curvature implementations and having a curvature input in eevee would take procedural materials to another level.
Even if it isnt "true" curvature it still be a great boon.
Workbench has curvature implementations and having a curvature input in eevee would take procedural materials to another level.
Even if it isnt "true" curvature it still be a great boon.
5 Comments
Agree. The current AO node has limitations in Eevee that doesn't have in Cycles. Like not being able to adjust radius or invert the normals. A curvature node would be a great addition, even if it's just screen space
Edge Detection in EEvEE is even necessary if we even want to think about procedural texturing within Blender. Edge Wear and Curvatures would be amazing to not only work within Cycles,
This is a core part of making smart materials w worn edges etc. especially for low poly assets. the cycles bake is nice but a stable fast eevee implementation definitely a missing core feature.
I have been waiting for years to have a proper screenspace curvature node in EEVEE. In the past, few years ago, there seems to be a proposal for it, but it was rejected as they were working on a deferred version of EEVEE...
Fast forward to present, we are having a complete rewrite of EEVEE.. Now we have a Vulcan based EEVEE Next, which uses the deferred pipeline.. But still I cannot seem to find any traces or discussion of the implementation of screenspace curvature in EEVEE Next... It's already there in the workbench next, it just needs to be ported to EEVEE Next..
I don't want to sound rude, I'm not even a programmer, but I would like to have a overview on this..
EEVEE Next is far from done. It's not even the default renderer yet, there are other priorities.