Smooth edges shader
Coming from arch/viz I find beneficial a shader that can define the bevel radius of a mesh edges. Vray has it and a member of the Allegorithmic team created an offline version. This shaders are very useful for all those secondary meshed that would take too long to create normal maps for. This way you would speed up production time, remove ugly razor sharp edges and reduce aliasing. I wonder if there is something similar or it's possible/reasonable to create it. Thank you.
There is nothing within the material editor to handle this directly, and is something that would be quite expensive to implement for a single level of detail. You could take the baked normal map of a high poly model, and then follow the logic in the Substance Tutorial to develop the shader, but as mentioned, would be quite an expensive approach.
The best approach, which would take a little time, but is the most efficient and controlled, would be to bevel/chamfer the edges and assign them to the appropriate smoothing groups so the object appears correct when importing into Unreal. I understand this can be somewhat time consuming, but the workflow is optimal relative to the results you will get.
Let me know if you have further questions or need additional assistance.
answered Feb 16 '16 at 09:20 PM
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