[Sidefx-houdini-list] Microbevel?

Simon Barrick simon at primalpictures.com
Wed Sep 1 04:48:16 EDT 2010


I'll upload the lastest version to my site when I get a chance. I made a few improvements to it when I last used it.
You are right my version is very very similar to that but I also include an option to use flat bevels which set the normal to half way between the hit normal and the true normal. 

-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Szymon Kapeniak
Sent: 01 September 2010 08:42
To: sidefx-houdini-list at sidefx.com
Subject: Re: [Sidefx-houdini-list] Microbevel?

Nice find Erkan! Since microbevels patented by mental images is well known as number 1. absurd in industry I always wonder how it looks like.

And it seems like Simon's code follows the outline you mentioned.




2010/8/31 Erkan Özgür Yılmaz <eoyilmaz at gmail.com>:
> I found the original patent documentation from Hakan Anderson (the 
> famous mentalray shader developer)...
>
> I'm still reading and trying to harvest some information about the shader.
> As far as I see it's like that:
>
> 1- find a tangent vector which is perpendicular to the shading normal 
> (it is kinda easy, have done it before a couple of times)
> 2- use the tangent vector and start rotating it around the normal
> 3- for 6 equal angled or evenly spaced directions try to search for 
> other surface points within a distance R (bevel radius, and the search 
> can be done with a rayHit vop)
> 4- if you find a point and it is within R, then calculate a weight
> 5- multiply the weight and the shading normal of that point and get a 
> weighted normal (the formula of the weight is given in the patent)
> 6- sum up all the 6 found weighted normals
> 7- add them to the original N, then normalize N
>
> this is what I get from the patent documentation...
>
> here is the link to the patent site ( it is an OCR text, if you are 
> interested try to download the pdf version):
> http://www.wipo.int/pctdb/en/wo.jsp?IA=US2007076563&DISPLAY=DOCS
>
> I'm trying what I explained before, but what I get is irrelevant. I 
> think my problem is about spaces (object, current, world etc.)
>
> will inform if I get anything
>
> cheers
>
> E.Ozgur Yilmaz
> Lead Technical Director
> eoyilmaz.blogspot.com
> www.ozgurfx.com
>
>
> On Tue, Aug 31, 2010 at 8:20 PM, Robert Kelly <isstuff at gmail.com> wrote:
>
>> There was a plugin i used for 3ds max years ago that was made by the 
>> vray guys that made a bump map at the corners of polys to simulate a 
>> small bevel... i guess this could be built in Houdini and applied to 
>> the displacement
>>
>> http://3d-studio.org/A.LIST-Advanced.3ds.max.5-Mo/6553/DDU0096.html
>>
>>
>> On 31 August 2010 09:10, Simon Barrick <simon at primalpictures.com> wrote:
>> > I do have a version that works in H10, no idea if it's the same as 
>> > the
>> maya one. I can't add attachments here so mail me off list if you'd like it.
>> >
>> >
>> > -----Original Message-----
>> > From: sidefx-houdini-list-bounces at sidefx.com [mailto:
>> sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Erkan Özgür 
>> Yilmaz
>> > Sent: 31 August 2010 10:27
>> > To: sidefx-houdini-list at sidefx.com
>> > Subject: [Sidefx-houdini-list] Microbevel?
>> >
>> > Do anyone has an idea about how to create the "round corner" (a 
>> > popular
>> mentalray bump shader I use in maya) kind of effect in houdini. It is 
>> kinda smoothing the normals in rendertime around the corners/sharp 
>> edges in the model.
>> >
>> > As the subject suggests I found a vop which does that exactly, but 
>> > it
>> seems that it is only working in houdini 8
>> >
>> > Erkan Ozgur Yilmaz
>> > Lead Tecnical Director
>> > eoyilmaz.blogspot.com
>> > www.ozgurfx.com
>> >
>> > Sent from my Galaxy S
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