sibarrick Posted June 16, 2007 Share Posted June 16, 2007 (edited) Hi all, I've been experimenting in vops again and thought I would share the results so far. This might be interesting for those of you keen on lego The idea here is to be able to add tiny micro bevels to edges to get away from that razor sharp cg edge look. Here's some piccies of the results so far Bevelled Not bevelled and here's the vop network, Mario if you take a look at this you may need a stiff coffee, its a terrible vop network that needs optimising heavily, its just a test at present Hip file Uploads don't seem to be enabled yet on here, or I can't find how you do it, so the above are links to my ftp site... Edited June 17, 2007 by sibarrick Quote Link to comment Share on other sites More sharing options...
symek Posted June 16, 2007 Share Posted June 16, 2007 This would be really great shader. I've found it common problem to deal with bevel edges in render/shading process! Very intresting! Thanks Simon! cheer! sy. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted June 17, 2007 Author Share Posted June 17, 2007 Here's a cleaned up version that sticks everything into one otl that just outputs a bevelled N that can then be used anywhere you like. Microbevel 1 Quote Link to comment Share on other sites More sharing options...
cellchuk Posted August 15, 2007 Share Posted August 15, 2007 That will be very handy. thanks for sharing cheers Quote Link to comment Share on other sites More sharing options...
Symbolic Posted August 15, 2007 Share Posted August 15, 2007 Yes! I was banging my head on the wall last night trying to create a procedurally animated (carved nurbs tube with caps etc.) geometry with nice edges... I think that might work... but even it does not work for that specific example... it is a great tool... Thanks. Quote Link to comment Share on other sites More sharing options...
dbukovec Posted November 27, 2008 Share Posted November 27, 2008 hi Simon! was a while since this topic has been updated. This is a very useful shader, is it possible to update it for 9.5, since it renders strangely, and the network is a bit complex for me. thanks! Quote Link to comment Share on other sites More sharing options...
Serg Posted November 28, 2008 Share Posted November 28, 2008 hi Simon!was a while since this topic has been updated. This is a very useful shader, is it possible to update it for 9.5, since it renders strangely, and the network is a bit complex for me. thanks! Looks like this is broken because the ray-hit vop node is screwed. It returns garbage if you try to get P or N, ray dist still works though. You could try to replace this with a gather vop, I much prefer the simplicity of ray hit though. S Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 29, 2008 Author Share Posted November 29, 2008 Looks like this is broken because the ray-hit vop node is screwed. It returns garbage if you try to get P or N, ray dist still works though. You could try to replace this with a gather vop, I much prefer the simplicity of ray hit though.S Yup the ray hit vop seems busted. I'll have to send off a bug report and see what Sesi say. Quote Link to comment Share on other sites More sharing options...
Serg Posted December 5, 2008 Share Posted December 5, 2008 (edited) Yup the ray hit vop seems busted. I'll have to send off a bug report and see what Sesi say. Thanks Sibarrick, hope sesi fixes it quick. BTW, from the looks of it you could do a nice and and fast curvature detection shader with it. I would try it myself but I'm struggling to wrap my head around all those subneted for's/if's/and's/or's. cheer's S Edited December 5, 2008 by Serg Quote Link to comment Share on other sites More sharing options...
dbukovec Posted December 5, 2008 Share Posted December 5, 2008 SESi fixed the rayhit bug, and the old scene now works Yeah the shader is very complex, at least to me. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted December 6, 2008 Author Share Posted December 6, 2008 It would probably be a very short piece of VEX code.... From memory... All I'm doing is offsetting the shading point P back along the normal so that it is inside the object then doing a rayhit test in X and Z of the object space (as I remember, checking in Y too didn't seem to make much difference to the final effect, I might be aligning these axes to the poly normal but I'd have to have a look at the network which I can't at the moment) and checking for self hit surfaces, if any of the hit normals are different to the original P normal I assume I'm running into another polygon at an angle to the original one containing P (its important to only cast rays as long as the bevel size + the bias amount which offsets the original point inside) then I either set the shader normal to half way between the original and the hit one for flat bevels or lerp between them based on the hit distance for curved ones. It was a bit of an exercise in pushing Vop networks, but it would be a good exercise to re write in Vex code if you are learning it. Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 23, 2009 Share Posted July 23, 2009 Hi, I tried to install your network under H10. after putting down, the microbevel VOP gives the following errors: Full Name: /obj/shopnet1/material1/vopsurface1/microbevel1 Operator type: microbevel Defined by: /Users/mate/Desktop/microbevel/microbevelv2.otl?Vop/microbevel ______________________________________________________________________________________ Synchronized with definition ______________________________________________________________________________________ Time Dependent: No ______________________________________________________________________________________ Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/twoway1] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/abs1] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/normalize1] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/twoway18] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/abs1] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/mix9] Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/edgetest1/twoway2] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/edgetest1/mix2] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/edgetest1/shift2] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/edgetest1/twoway11] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/edgetest1/normalize3] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/edgetest1/dot2] Warning: Skipping unrecognized parameter "std_switcher_0". [/obj/shopnet1/material1/vopsurface1/microbevel1/if1/axis/for1/edgetest1/twoway1] If you point me into the right direction, I would be happy to help fix this. Thanks again! bmt Quote Link to comment Share on other sites More sharing options...
edward Posted July 23, 2009 Share Posted July 23, 2009 Those are just warnings. Does the file not work despite them? Quote Link to comment Share on other sites More sharing options...
beeemtee Posted July 23, 2009 Share Posted July 23, 2009 think i'm just panicked.. the file opened with the warnings, and didn't render because the output picture was set to an nonexistent folder. switching back to 'ip' did the thing. thanks Edward and sorry for polluting! bmt Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted October 29, 2010 Share Posted October 29, 2010 (edited) How can I use it? As a normal Input? Edited October 29, 2010 by Mzigaib Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 30, 2010 Author Share Posted November 30, 2010 (edited) This seems to be broken again in H11, haven't got to the bottom of why yet but I'll start by looking at the ray hot vop again. Edited November 30, 2010 by sibarrick Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 30, 2010 Author Share Posted November 30, 2010 Fixed in H11.0.581 Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted September 11, 2013 Share Posted September 11, 2013 I am getting the same errors on 12.5, it's working but it's is annoying is there a way to fix it? Quote Link to comment Share on other sites More sharing options...
danylyon Posted September 11, 2013 Share Posted September 11, 2013 Something like this is implemented in Mental Ray.. Nvidia actually has a patent for it: http://www.google.com/patents/US8049753 Might be easy to implement that.. just in theory ;-) 1 Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted September 11, 2013 Share Posted September 11, 2013 Thanks for the link but since I am not that tech savy I think it's easier to just try to remove the warnings. Quote Link to comment Share on other sites More sharing options...
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