Author Topic: Curvature Shader  (Read 2045 times)

2018-08-08, 13:19:01

mb3d

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Hi,

Is any news on a curvature shader in upcoming update?


Thanks.

2018-08-08, 14:01:40
Reply #1

houska

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Hi!

Unfortunately, we do not plan to implement a curvature shader as of now.

2018-08-08, 14:05:25
Reply #2

maru

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Dubcat posted a kind of hack to get curvature map out of rounded edges: https://forum.corona-renderer.com/index.php?topic=13398.msg86428#msg86428
Maybe this can be reproduced in C4D. :)

2018-08-08, 14:44:31
Reply #3

mb3d

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Thanks for the reply houska,

You can use the inverse AO method

It works as a opacity map. :)

2018-08-08, 15:04:15
Reply #4

houska

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Well, AO is something related, yet fundamentally different (it will cast rays, which slows down the render, whereas the curvature shader only samples the surface in the surrounding area), so it will not be exactly what you want if curvature is what you're after.

2018-08-13, 22:07:29
Reply #5

Eddoron

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I tried using the round-edges shader as a mask a while ago but it doesn't show up or not properly.

Switching it to legacy behavior makes the areas (more) visible, but they're colored by what seems like the object/world space normals and this can't be completely overridden by desaturating it with a filter shader for example. The colorizer shader above with no interpolation "can help" a bit if the object is to be seen from a distance but a proper result looks different. Layer, fusion, any type of mask.