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Bevels messing up shading?!

Posted: Wed Jul 17, 2019 4:22 pm
by LFedit
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

Re: Bevels messing up shading?!

Posted: Wed Jul 17, 2019 6:56 pm
by funk
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.)

Re: Bevels messing up shading?!

Posted: Wed Jul 17, 2019 7:37 pm
by LFedit
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?

Re: Bevels messing up shading?!

Posted: Thu Jul 18, 2019 12:23 am
by funk
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 :)

Re: Bevels messing up shading?!

Posted: Thu Jul 18, 2019 4:18 pm
by LFedit
No worries. Thanks for the help. Saves a lot of time.