I though this was done with UV shell mask too, and requires an SVG or bitmap. Anyone know if there is a way to access the UV coordinates via code magic and auto generate a UV shell mask? I guess that may be flawed the way Designer works, you'd need to feed it a 3D model in a node.... guess baking it out makes sense in the…
@pior This is what I wondered about in Blender, can it bake fully averaged(it's using MikkT) from a bevel node? From your last image it appears that's what you're doing. So your low is a single smoothing group(fully smooth shaded) and your 'high' is just the low with hard edges and a bevel node assigned.
TexTools have explode feature. And you can combine bevel node with creased hard edge + subdivision and bake that mesh to low poly. It will produce chamfers and smooth shading. Some times it's the best solution.
Sorry digging up this old thread but I tried to recreate your model to test out the bevel node and the edges have some very visible seams. Could you post your UV layout @musashidan
Hey. I just tried the chamfer 2 node and its giving me a lot of errors. Also, back to the curvature method topic, the use average normals checkbox does nothing so I used a manually smoothed version for testing, and that one bakes curvature fine.
@pior Yes, I was pleasantly surprised myself at how well the bevels baked. I didn't think that the larger, more 'chunky' bevels would hold up. I'll definitely look into the vertex data setup as I've just been thinking of using multiple bevel nodes for varying bevel sizes. I have no doubt that once 2.80 is finally released…
While this approach is undoubtedly interesting and may have some cool applications, it also seems fairly limited as it seems to depend on *both* UVs and hard edges - meaning that the optimisation of the final asset itself will be hindered by the requirements of the effect. Now I certainly don't want to sound like an…
Heya - The very last image (red / blue / grey parts) is unrelated to the topic of the Blender bevel shader - this is just a way to illustrate that smoothing edges (by blurring them on the texture itself, after an edge detection selection) has been possible since forever, and to great effect. As for the earlier…
@pior sorry for the derail again, but since it's being discussed in the thread and pertinent for posterity, I've been messing around with baking Blender's Bevel node straight to the low and bypassing the need for any kind of highpoly altogether(single mesh bake) and it's working really well, and even though I'm very much a…