Bevel node functionality in EEVEE
we need the bevel node to work in EEVEE. the current workaround is very time consuming if the model itself is complex. a lot of UVs and baking processes take over. if we had support for bevel shader in eevee it would be beyond awesome.
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also all non working features should be grayed out or something, it's one big mess of nodes and not working togather cycles/eevee...for as noobie in eevee I need to search nearly everything why it is not working, and almost always it just not for eevee, than why is is even there and I can select that feature, like Bevel Node, like new Sky texture, eeeh
Actually, they should grey out. If we check the nodeitems_builtin, we can see some nodes have a poll on them, this check what engine its used for. So why didnt they filter out all the categories correct?!
Judging by the screen-space bevels in Unigine, it seems very much possible: developer.unigine.com/ch/devlog/20180426-unigine-2.7
I hope someone will make something like this for EEVEE.
Unfortunately the way the bevel node works is dependent on ray-tracing to collect surrounding normals. Thats why it's not available in eevee.
There might be a screen space approximation with bent normals but that would probably turn out less than optimal results and break with connected to geo facing away from the camera.
* @Alex * I wonder if you could 'bake' the cycles calculations; to be able to use them in EEVEE?
* @matthew1 * You can do this already using cycles bake features, and simply bake the normals
Why cant it just be like shade smooth calculation, but in the hard egdes, like blurrying the edge normals..?
we need it········!
+1
To my knowledge Eevee is a deferred rendered, so an effect like this should be possible by manipulating the normal buffer. I'm not too familiar with Eevee's internals though, so I don't know how easy it would actually be.