Rounded.Bevel?
LadieStorm
🖼️ 50 images Surveyor
Is it possible to make a rounded bevel in cc3+? There are a few things G's I've been wanting to put a rounded bevel on, but I have no clue as to how I go about it. Does anyone know?
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Cheers,
~Dogtag
Is there any way to do this with a lighted bevel? That seems to cope with jagged lines a lot better, but you can't fade the top of the bevel out at all, and end up with a horrid sharp line at the top of the slope.
I'm in the process of changing MC back to lighted bevel, just so that I can fractalize the cliffs again and make them look more natural, but I'm having to cover the sharp line at the top of the bevel with grass, whether I want to or not.
You could bevel a tree to a point in the middle, then hide the centre and the unwanted ridges under a smaller splodge of the same texture, but without the bevel, on a Sheet directly above the one with the bevel on it, then fade the edges of the flat sheet to imitate a more rounded bevel, but that would be horrendously time consuming if you had a whole forest of trees! LOL
The Bevel, Lighted effect was written with the intent of working on all sorts of angels and shapes. It calculates the distance from the edge (up to a maximum value) and then uses that distance as a slope. It gives much nicer results for the general case of bevels.
The original incarnation of the distance calculation in Bevel, Lighted had some unpleasant horizontal and vertical glitches in its computations, which is why there is the "High Quality" checkbox that uses a much better distance computation algorithm. This better distance computation algorithm does have some issues near the edges of lower-resolution bitmaps that lead to striations and scalloping for high-resolution exports, but you shouldn't run into those unless you are exporting at 5x or 10x the resolution of your bitmaps.
There is a "smoothing" option on the Bevel, Lighted effect that will smooth out some of the less-desirable scallops and other sorts of things caused by the edges of bitmaps.