x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

How to chamfer edges with shaders

Hello,

I would like to know how to chamfer edges of mesh using shaders.

I know it could be done when i saw this person does it.

https://polycount.com/discussion/180355/box-to-sphere-chamfer-in-shader-how-to-normal-map#latest

I've sent him messages but he doesn't reply, if someone know how to do the same i will be very grateful.

Base on what he/she mentioned it should not be hard in theory, but i really don't have any past experience with shaders, i would like any help.

Many Thanks

Product Version: UE 4.21
Tags:
more ▼

asked Mar 10 '19 at 07:06 AM in Rendering

avatar image

IronSuit
8 3 3 6

avatar image IndieGameCove Mar 10 '19 at 08:09 AM

just on a cube or on any mesh? one thing you can do that is similar is change the intensity of a normal map by multiplying it by a vector 3 like (.5,.5,1) for less or (1.5,1.5,1) for more.

avatar image IronSuit Mar 10 '19 at 08:36 AM

I want on a cube and on a cylinder meshes. I would really appreciate if you could send me a photo of the material since it's really new grounds for me.

Many thanks

avatar image IndieGameCove Mar 10 '19 at 09:02 AM

there's some stuff about the normal maps over here. https://forums.unrealengine.com/development-discussion/rendering/10261-how-would-you-change-the-intensity-of-a-normal-map The world offset stuff from your link will be a better option for simple geometry like what your doing. ill look into it tomorrow.

avatar image IronSuit Mar 10 '19 at 09:05 AM

I really appreciate you taking your time to look into my question, much obliged.

avatar image IndieGameCove Mar 10 '19 at 07:54 PM

I tried a couple things but couldn't quite get the same beveled edge look. I did figure out a way to turn a cube/cylinder into a sphere. https://youtu.be/rQgbVTwkDSQ

I'm using tessellation here, but if you bought in a subdivide mesh in it should work the same just using world position offset, which would be better performance wise.

avatar image IronSuit Mar 11 '19 at 01:48 AM

Do you mean if i got two meshes, one normal and one beveled, it will work similar to what i want?

avatar image IndieGameCove Mar 11 '19 at 02:23 AM

I was talking about a subdivide cube instead of the default cube because that only has 8 vertices. the material I made will only turn meshes into spheres. the more vertices the mesh has the smoother it will appear.

avatar image IndieGameCove Mar 11 '19 at 02:25 AM

you could also look into using a skeletal mesh with morph targets or look into vertex animation.

https://forums.unrealengine.com/community/work-in-progress/110003-vertex-animation-script-for-blender-3d-users

avatar image CorsairOfLight Mar 11 '19 at 02:16 AM

If you find the answer to this one let me know-- this is super interesting.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question