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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-18 19:37:05 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-11-08 00:35:12 +0300 |
commit | 26f39e6359d1db85509a0ee1077b6d0af122a456 (patch) | |
tree | 1919525e00082a698f997dac61c7c8ee9b7f7451 /source/blender/blenkernel/BKE_node.h | |
parent | f79f38673145c716f9a693084b0bc4c4873e66c1 (diff) |
Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r-- | source/blender/blenkernel/BKE_node.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index 81de70ca8a4..c364d0ebb1b 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -788,6 +788,7 @@ struct ShadeResult; #define SH_NODE_UVALONGSTROKE 191 #define SH_NODE_TEX_POINTDENSITY 192 #define SH_NODE_BSDF_PRINCIPLED 193 +#define SH_NODE_BEVEL 197 /* custom defines options for Material node */ #define SH_NODE_MAT_DIFF 1 |