Better rounded edges

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Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

Maybe the devs can take a look at how to improve the rounded edges algorithm. It looks fine with small values but when they get a big higher, in some cases they fall apart and the results look really ugly. I did a comparison in Cycles and the algorithm is much better there. It's not something I need all the time, but then and now I need to get a bit closer to objects and then the issues really show.

I've attached a comparison.

And here's an OBJ file that shows the corner in the render test. A rounded edge value of 0.05 was used in both cases (Cycles and Octane).
https://www.argfx.at/upload/RE_Test_01.zip
Attachments
425369513_10231656956276083_4525422667469685607_n.jpg
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Which Round Edges configuration was set in Octane?

There is all these options:
Image
Attachments
octane_round_edges.jpeg
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

I've tested them all. Accurate is the one used in the image. "Fast" looks even worse.
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Andreas_Resch wrote:but then and now I need to get a bit closer to objects and then the issues really show.
Round Edge is only a handy fast and efficient workaround for the lack of mesh level beveling, such as triangulated CAD data. It is better to do it at mesh level if it's a quad poly, especially for detail-critical scenario.

But if it can be improved (if it needs to), it's a fair request.
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

As shown in the Cycles version, there's room for improvement :) And when you triangulate STP objects, in most cases cleaning up the mesh and physically beveling them is out of the question. Nobody has the time (and down the line money) for that.
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Andreas_Resch wrote:As shown in the Cycles version, there's room for improvement :) And when you triangulate STP objects, in most cases cleaning up the mesh and physically beveling them is out of the question. Nobody has the time (and down the line money) for that.
I replied a second time prior to seeing your reply and indeed, that's a case where an iteration of the pre-existing improvements is fair and worth it. Your case joins what I previously mentioned with such atypical cases where Round Edge comes as a time saver, if not mandatory.
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

I'd suggest sending it here, just in case it doesn't receive the attention it deserves.
Andreas_Resch
Posts: 319
Joined: Sat Jul 28, 2018 6:29 am

Thanks for the link. Let's wait a bit and see.
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