Nodo Biselar

sólo en Cycles

El nodo Biselar.

The Bevel shader node can be used for rendering rounded corners. Like bump mapping, this does not modify the actual geometry, only the shading is affected. Slight rounding on edges helps to capture specular highlights that you would also see in the real world.

Note that this is a very expensive shader, and may slow down renders by 20% even if there is a lot of other complexity in the scene. For that reason, we suggest to mainly use this for baking or still frame renders where render time is not as much of an issue. The Modificador Biselar is a faster option when it works, but sometimes fails on complex or messy geometry.

Nota

The Bevel node will not produce a valid result when:

Entradas

Radio

Width of the bevel effect on edges.

Normal

Normal to apply bevel on top of, to be combined with a Nodo Relieve for example. When not connected, uses the surface normal.

Propiedades

Muestras

Number of samples to take for each shader evaluation. More samples give more accurate results, but are also slower to render. The default value of 4 works well for most cases, with any noise resolved by using more AA samples.

Salidas

Normal

Salida estándar de normal.

Ejemplos

../../../_images/render_shader-nodes_input_bevel_example_setup.jpg

A minimal node setup for working with the Bevel node.

../../../_images/render_shader-nodes_input_bevel_example.jpg

Bevel shader bringing out specular highlights on the edges.