if your objects already come with per vertex shading then the hit comes at the seams/hard edge as that requires another set of verts at the seam in the engine (which would also occur with a mapping seam btw) so the overall hit is usually quite small but it's worthy of consideration.
Its kind of a solution, but this is more for overlapping edges, whereas im after edges that are very close together. or within a certain distance. Thanks for the help tho. This is a pretty useful modifier.
Hi I want to harden this edges but the problem is when I place an edge loop it goes all the way through the model and affects the shape of the cylinder. How can I redirect the edges so they dont affect the whole model?
Hey guys, I was just wondering if there was a way to get even edge rings when beveling in maya. To clarify, is it possibly to bevel edges to re-enforce them for smoothing and have the edges parallel to the corresponding main edge? Here is a screenshot of the issue.
Hey everyone. Some time ago i saw a technique to bake a 45 degree bevel on a normal trimsheet to fake the illusion of a bevel on a mesh with a hard edge. Im running into something similar, just that in this case i need to put a Edge wear which i made and put it on a mesh that has a weighted normal. So far i have mixed…
Welp, I've just achieved it. I only needed to switch some nodes and change the blending with the edge noise using multiply instead of add.. And also crank up the world scalar value hehehe.
To Select an edge ring you can just double click an edge to select that loop. For the ring select the edge, then hold ctrl and right click, then Hover over "Edge Ring Utilities" then over "To Edge Ring" and release and it will select an edge ring. I wish there was a quicker way for selecting edge rings like there is for…