First- avoid low effort proposals like this. If your proposal amounts to "you know what I mean" then just assume we all agree and don't even bother posting it.
Second- use the search, this has been posted multiple times.
Third- The bevel node is a raytraced effect, so while EEVEE is a strictly raster renderer- you are unlikely to see this happen so don't hold your breath. From the EEVEE author:
Like @Romanji said, Cycles uses raytracing for this. But Eevee does not do real raytracing. Even if it would, it would only be deferred passes (as in, not during shading) and it would be already too late for getting the beveled normal.
Another approximation would be to do it in screen space (like blurring a normal pass) and I don’t know if that would give satisfactory results. And even then it would be incompatible with Eevee’s rendering pipeline because the shading is not deferred so the objects would have to be rendered two or three times.
I don’t say it’s impossible, I just say it is hard and complex. Also I never saw any example of this in realtime engines.
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h
hipda1Author
sorry for my low effort proposals 。but this feature can reduce much of job doing bevel modeling。sometime reedit or use remesh to get an smooth bevel are not the best way and best effct.
Yes, Uningine is defferred, EEVEE is forward. Rendering technology is not a bunch of Lego bricks that you can just snap together in whatever way you feel is most convenient.
z
zuorion
Yes, we know because it is kinda obvious feature and it was proposed few times already.
5 Comments
First- avoid low effort proposals like this. If your proposal amounts to "you know what I mean" then just assume we all agree and don't even bother posting it.
Second- use the search, this has been posted multiple times.
Third- The bevel node is a raytraced effect, so while EEVEE is a strictly raster renderer- you are unlikely to see this happen so don't hold your breath. From the EEVEE author:
blenderartists.org/t/bevel-shader-for-eevee-integration/1137587/8
sorry for my low effort proposals 。but this feature can reduce much of job doing bevel modeling。sometime reedit or use remesh to get an smooth bevel are not the best way and best effct.
not only unigine.unity have the bevel shader too. youtube.com/watch
i`am not an technical coder,sorry for the understanding about rendering technology and hard for eevee.
As unigine has such feature i also posted suggestion while ago, but it didn't get any interest... developer.unigine.com/en/docs/2.14.1/editor2/settings/render_settings/ssbevel/
Yes, Uningine is defferred, EEVEE is forward. Rendering technology is not a bunch of Lego bricks that you can just snap together in whatever way you feel is most convenient.
Yes, we know because it is kinda obvious feature and it was proposed few times already.
blender.community/c/rightclickselect/ZZdbbc/ , blender.community/c/rightclickselect/XRgbbc/