Bevel Segments for viewport and render
The subdivision modifier already has two separate levels for viewport and render display.
Given that the Bevel modifier is also a modifier that adds detail to a mesh, it would be useful to be able to set two segment levels, one for viewport and one for rendering.
3 Comments
This request can be fleshed out a bit. What is the reason why this can be useful. The more info you give, the better a developer can understand the value of it.
if one modifier has it, it is not automatically useful for others.
Reason that the subdiv modifier has the option is that subdiv can be a performance bottleneck during animation playback when deforming meshes. Animators want to improve performance and not influencing the final render.
Bevel modifiers aren’t typically used to deform meshes during animation, in order to understand the issue we should understand the usecase for it.
Thanks for your comment.
When working on a very detailed model (e.g. a CAD model of a commercial product), the amount of computing overhead for the Bevel modifier becomes a significant bottleneck and obviously scales with the number of divisions selected in the modifier.
This is especially so when you are editing a mesh, where every change you make causes a recalculation of all the bevels.
Why would someone be editing a mesh with bevels the modifier active? Well, why not?
Troubleshooting bevel errors - i.e. tracking down bad geometry causing the bevels to explode in places.
Tweaking the model to just look how you want it to look.
Does this help?
This issues I describe in my other comment are issues that I literally run into on a daily basis in my work.