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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
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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.

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