Bevels messing up shading?!

Foundry Modo (Developed by stenson, Integrated Plugin developed by Paul Kinnane)

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LFedit
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This has been going on for a very long time. I don't use much non subd geo, but when I do I get some type of shading error in octane when I render. You can see it in the images. That was just selecting all the edges on the center cube and beveling a little bit with like 4 segements. You can see the reflection is off. So to fix it. I have to select all 6 of the incorrect faces hit the "B" key for polygon bevel and literally drop the tool while it does nothing. Then it corrects the shading. So every time I bevel I have to go to every face afterwards and just hit the B key, not change any settings. Then drop the tool, then it corrects to the proper shading.

Hopefully I explained everything well enough in the pictures!

I must have some setting wrong maybe? Octane 4
Attachments
EdgeBevelSettings.JPG
EdgeBevelSettings.JPG (21.56 KiB) Viewed 1900 times
Bevel2Viewport.JPG
Bevel2Settings.JPG
Bevel2Render.JPG
Bevel1Viewport.JPG
Bevel1Render.JPG
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funk
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This isn't an Octane issue. You'd see the same problem rendering in modo.

It's related to the way normals work. Modo gives us some ways to control normals in the shader tree material.

Instead of adding an extra "zero" bevel, do the following:

1. Select the material in the shader tree (or if you have an override, make sure you have a modo material under it to control normals)
2. Enable "weight by polygon area"
3. Refresh octane

This should work for your bevels, but you can also try the other surface normal options here.

I enable "weight by polygon area" quite often. It tends to make things look nicer.
(Note: if you are using the modo 13.1 public beta, these surface normal options are currently broken. Hopefully they'll fix it soon.)
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LFedit
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Wow.... Thank you! Wouldn't you want this by default? It makes flat surfaces always look wrong when its off. Am I missing something?

Thanks again!

Any idea how to do this in C4d as well?
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funk
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I think the reason it's not enabled by default is because its more computationally expensive for the modo gl viewport (i.e. slower).

I don't use C4D, so no idea sorry :)
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
LFedit
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Posts: 421
Joined: Tue Jan 22, 2013 12:00 am

No worries. Thanks for the help. Saves a lot of time.
Win 10, Threadripper Pro, Dual 3090s
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