I would like to achieve something like this.
When paint is layered pretty often you get this effect, it is a bit “higher” at the edges of a surface.
I ll gonne test Edge detection, but I m not sure if this gonna work, does anyone has an Idea, how to start?!
First of all, Thank you ^^
You mean, I should “Just” Model it out… Youre kidding hahahha.
Thats a good idea (To be honest I didnt thought about this completely logical approach hahaha)
With this Mesh it would be possible without any doubt.
I was thinking about “more Dirty CAD Meshes”.
What I also thought about was, to make a flatten mapping (bake an edge Channel out of Substance) and put it into the second UV Layout to combine a Normal map based on the Bake and the Triplanar Mapping of the Automotive Materials…
Yeah, I think it would be more work. But the thing is, I often have to work with “dirty” Geo and it is a pain to bevel it (or even not possible) thats why I wanted to work on it shaderwise.
To Unwrap a flatten mapping and bake a texture seems (at least to me) the more eficient way). BUT As someone who hasnt gone one of this workflow ways it s easy to say ^^
i think what you try to achieve is to have a “round edge shader” , unfortunately not available in Unreal … yet
i waiting for this for years, and it can be done , because it exist already on UENGINE … for 3 YEARS!
I’ve been waiting for this for years now, and it’s a shame, because as I often work with CAD (which contains thousands of objects), the objects have no chamfer and it would be almost impossible to do them by hand.
That’s why I don’t use unreal completely yet, because the rendering is magnificent, but if I can’t get the bevel shader, I’m forced to stick with blender (octane) or Modo, because they have the functionality.