magneto Posted March 16, 2015 Share Posted March 16, 2015 Hi, modo has this shader called rounded edge shader. Anyone knows if this can be done in Houdini? I saw one example online but it was measuring angle between polygons in SOPs and reading back in the shader but it wasn't working for any shape but cubes. Thanks Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted March 16, 2015 Share Posted March 16, 2015 I believe you can find something very similar here: http://www.houdinitools.com/ Look for Micro Bevel VOP I hope that helps. 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 16, 2015 Author Share Posted March 16, 2015 Thanks Michel, that's in the right direction. But the bevel seems faceted for relatively large bevel width: I assume he didn't use high detail to render faster. Any idea on how to modify it to make it produce much rounded bevel? Still very impressed Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 16, 2015 Share Posted March 16, 2015 It's kind of built in: use a CreseSOP set to 5 or 10 and check Render Polygons As Subdiviosn (Mantra) at the Scene level. SubDCreaseed.hip Quote Link to comment Share on other sites More sharing options...
magneto Posted March 16, 2015 Author Share Posted March 16, 2015 (edited) Thanks Marty, it seems useful. But it doesn't handle intersected geometry like in modo, or also NURBS or if the polygons are disconnected. Though being able to adjust the "bevel width" is useful. Edited March 16, 2015 by magneto Quote Link to comment Share on other sites More sharing options...
ayidi Posted March 16, 2015 Share Posted March 16, 2015 (edited) http://eoyilmaz.blogspot.com/2010/09/round-corners-in-houdini.html It includes an example hip file with a shader but you would have to modify it to include PBR (add a surface model) Edited March 16, 2015 by ayidi 1 Quote Link to comment Share on other sites More sharing options...
ayidi Posted March 16, 2015 Share Posted March 16, 2015 Imagine this in Houdini: 1 Quote Link to comment Share on other sites More sharing options...
stevegh Posted March 16, 2015 Share Posted March 16, 2015 http://forums.odforce.net/topic/5472-micro-bevels/?p=112090 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 17, 2015 Author Share Posted March 17, 2015 Imagine this in Houdini: Are they using volumes? It would be nice if it showed the actual geometry's tessellation. The wireframe overlay it shows belongs to the original models, but not the final tessellated model. Otherwise it would be a genius boolean method. http://forums.odforce.net/topic/5472-micro-bevels/?p=112090 Thanks, I just checked it, it seems another cool way. I am getting some artifacts though: Quote Link to comment Share on other sites More sharing options...
ayidi Posted March 17, 2015 Share Posted March 17, 2015 Are they using volumes? It would be nice if it showed the actual geometry's tessellation. The wireframe overlay it shows belongs to the original models, but not the final tessellated model. Otherwise it would be a genius boolean method. I believe it's implemented through implicit surfaces. Here's a better overview of the workflow with examples here: http://www.braid.com/fusion/help/tips/index.html I can't wait to get my hands on meshfusion. Don't expect to get good results with shaders, might be easier to just create the bevels yourself. 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 17, 2015 Author Share Posted March 17, 2015 http://eoyilmaz.blogspot.com/2010/09/round-corners-in-houdini.html It includes an example hip file with a shader but you would have to modify it to include PBR (add a surface model) So far this seems to be the best. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 20, 2015 Share Posted March 20, 2015 The Modo one just appears to be just blurring the normals. Was testing this Nuke. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted March 20, 2015 Share Posted March 20, 2015 Interesting! So it should be doable even from SOPs? 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 20, 2015 Author Share Posted March 20, 2015 Nice trick Marty. How can you blur normals in a shader though? I thought they were ust faking normals similar to bump maps but that was it. It also only seems to work for small width. Here is the blender version: http://blender.stackexchange.com/questions/20997/shader-rounded-edge-between-the-two-intersecting-faces Quote Link to comment Share on other sites More sharing options...
Gordon Posted April 18, 2015 Share Posted April 18, 2015 You could implement a gather() loop and use that to retrieve the normals of the nearby surfaces, then use that to adjust N. If you keep the maxdist as short as possible, it might not be horrifically slow, maybe.... 1 Quote Link to comment Share on other sites More sharing options...
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