Had some time to play again ...
From left to right:
Standard curvature usage, Convex only (masked) in red, Concave only (masked) green
On a brighter base colour, the curvature effect really pales in comparison to a dark background (pun intended). I read on the Max forum that there was something in the works against that but I have no idea if that's already in our C4D daily. Or is this something else?
Anyway, I prefer using the shader as a mask, although the mixing, especially with textures involved, has its good uses, too.
Some remarks to the curvature shader on grey:
- I would have expected a stronger "reaction" on the convex bulge on the bottom (and none, neither convex nor concave on the 90° angles, that AO rather? - Do we need an angle value?)
- I still think we need separate settings for convex and concave.
- I still think two mask outports would be a pretty usefull convenience
And a question: Why is the upper concave area used by the convex AND the concave shader output?
Thx
Michael
PS There is an IR update issue (for me) when I adjust the colours in the materials (not only for the curvature shader). Sometimes, not always, IR to the viewport does not update and I need to move/rotate the viewport just a tiny bit to get an update.