Announcement

Collapse
No announcement yet.

Quick Question: Chamfer Every Corner?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Quick Question: Chamfer Every Corner?

    Hey guys, just had a quick question. Do you chamfer every corner of every wall, countertop, etc. in the modeling program (3ds max)? Is there another way to do it? Or is it required at all? Thanks!
    James Gallagher

    Architectural Technologist, P3Architecture Partnership

    #2
    If your lighting is highly geometry dependent (ie no baked from high-poly normalmaps for props and all) I'd recommend chamfers on most things you suspect will end up being in screenshots, renders and cinematics of your scene. They might be very little improvements to single objects but overall they just add a touch improved looks. When working with displacement it also helps a bit.
    https://www.artstation.com/chesire

    Comment


      #3
      Depends on the budget for the job, low pay no way. :P

      Comment


        #4
        Thanks for the quick response. I Just had a few outside corners and a counter to work on. I will add some chamfers on there.
        James Gallagher

        Architectural Technologist, P3Architecture Partnership

        Comment


          #5
          Wish we had a ''ray traced round corner'' option like in corona/vray hehe! In ue4 I try to chamfer as much as possible but sometimes I'm a bit lazy!

          Comment


            #6
            Originally posted by heartlessphil View Post
            Wish we had a ''ray traced round corner'' option like in corona/vray hehe! In ue4 I try to chamfer as much as possible but sometimes I'm a bit lazy!
            Yeah that's what I was hoping for! I don't mind doing chamfers manually though. I was just hesitant about wasting time if there was an easier way.
            James Gallagher

            Architectural Technologist, P3Architecture Partnership

            Comment


              #7
              Originally posted by RI3DVIZ View Post
              Depends on the budget for the job, low pay no way. :P
              LOL! Brilliant!

              Comment


                #8
                Here's a link to the DIY manual: http://on-demand.gputechconf.com/gtc...r-Graphics.pdf
                Looks fairly easy. All you need to do is put some custom stuff in a material and voila!
                *sigh* Where's Brian when you need him. Brian? Hello??
                https://www.artstation.com/chesire

                Comment


                  #9
                  Originally posted by Chesire View Post
                  Here's a link to the DIY manual: http://on-demand.gputechconf.com/gtc...r-Graphics.pdf
                  Looks fairly easy. All you need to do is put some custom stuff in a material and voila!
                  *sigh* Where's Brian when you need him. Brian? Hello??
                  Yes we want this!

                  Comment


                    #10
                    I'll pm Ryan(!) so he's at least aware of our most pressing matters.
                    Given they've already implemented this spline thicken thingy in 4.2, I reckon
                    we're up for another very useful feature in terms of shading magic.

                    I'm sure Ryan will agree and make this happen in a heartbeat.
                    Well, maybe not quite that fast but a day max and we should be good to go.
                    Last edited by Chesire; 03-13-2016, 07:53 PM. Reason: It's Ryan, not Brian...idiot!
                    https://www.artstation.com/chesire

                    Comment


                      #11
                      The challenge here is not detecting the edges or corners or that math. The challenge is finding a place in the engine to both read and modify the gbuffer at the same time. Currently there is really nowhere in content where you have that ability so it would require some code hooks. I would have to do a bit of research and asking around to see how difficult it would be.

                      also fwiw, that method seems incredibly expensive. According to that paper it cost nearly 10ms. For that reason I cannot see us budgeting time to work on it.
                      Last edited by RyanB; 03-14-2016, 01:35 PM.
                      Ryan Brucks
                      Principal Technical Artist, Epic Games

                      Comment


                        #12
                        Originally posted by Chesire View Post
                        Here's a link to the DIY manual: http://on-demand.gputechconf.com/gtc...r-Graphics.pdf
                        Looks fairly easy. All you need to do is put some custom stuff in a material and voila!
                        *sigh* Where's Brian when you need him. Brian? Hello??
                        That is sexy! Need!!!

                        Comment


                          #13
                          Originally posted by RyanB View Post
                          also fwiw, that method seems incredibly expensive. According to that paper it cost nearly 10ms. For that reason I cannot see us budgeting time to work on it.
                          I see Something else maybe? If it's relatively easy to put in the math for finding edges and corners, how far would you come by generating some kind of normal trickery out of those?
                          Sth along the lines of generating a new normal out of the borders of a mask, which can produce pretty nice results. Your expertise of course so just babbling here. Do you reckon it's worth a shot?
                          https://www.artstation.com/chesire

                          Comment


                            #14
                            So far the best solution I have seen is a simple max script that sort of auto chamfers and maintains crisp vertex normals.

                            Yes you could of course make some other solutions such as masks work, but then realize that you may not be saving much if any time from just doing the chamfer manually or with a script, plus the added complexity of having this as a 'tech feature' rather than built into your art means potentially more time down the line spent fixing and tweaking etc. It is important not to overlook tech debt, and I am the last person to admit that usually.


                            There was a really cool polycount thread about this script here that was removed for some reason so now all we have is the script. I have not yet tried it myself but it would be awesome if somebody could try it out and post back.

                            http://pastebin.com/f0nYU37h

                            *edit*. if there is a place to do this procedurally its probably using deferred decals. Currently looks like the compiler prevents you from using a scenetexture lookup in a decal but it might be a bug. trying a test.
                            Last edited by RyanB; 03-18-2016, 11:09 AM.
                            Ryan Brucks
                            Principal Technical Artist, Epic Games

                            Comment


                              #15
                              Hmmm yes, totally see your point. Not sure about the script you posted. What exactly is it supposed to do? There's plenty of scripts around that autochamfer stuff (some very good, some very bad) so I take it that's not it.
                              When I run it in Max, I can't make it do anything else then the attached screengrab. I take it that's not what it is supposed to do though Click image for larger version

Name:	Smooth1.jpg
Views:	1
Size:	389.1 KB
ID:	1102680
                              https://www.artstation.com/chesire

                              Comment

                              Working...
                              X