GSoC 2019: Custom Bevel Profiles

@HooglyBoogly @Hadriscus @pablovazquez @jacqueslucke

P#3

Correct. The general the process isn’t very different, yet the method and level of control is. The method I described would give the user more control of the bevel profile’s topology or vertex distribution.

Using such a method could improve the workflow in the following ways;

  1. Easy of use.
  2. Time of implementation (quicker prototyping).
  3. Flexibility (customization).
  • Better control of bevel profile detail (topology).
  1. Less destructive (depending on implementation).
  2. Possibly fewer edits (undo/redo).

Example:

The user selects an area and adds a bevel modifier. (The user doesn’t apply the bevel.) Later the user decides to add a complex pattern to a curved area within the bevel profile.

Current method:

  • Select area.
  • Add bevel modifier.
  • Select bevel profile: Curve. (Custom)
    (Vertex distribution is automatically equally distributed in the selected area.)

An issue arises if there isn’t enough geometry in the curved area of the bevel profile because of the modifier’s automatic equal distribution.

This can also distribute unwanted detail in other areas of the bevel profile.

Possible solutions:

  1. The user could remove the modifer. Then, create a new selection and bevel profile (being a part or section of the original bevel profile) for that select. Then, create another selection and bevel profile (being a part or section of the original bevel profile) for that select. And so forth, as a way to control the distribution. … (This can lead to other issues, such as inaccuracies.)

  2. The user could apply the modifier. Then, select the unwanted vertices and try to remove them. Then, try to add detail were needed. … (Can be considered a destructive workflow.)

Suggested method:

  1. The user selects custom distribution. Then, reassign the bevel profile IDs/colors (cryptomatte) and/or the selected object IDs/colors (cryptomatte) for better accuracy. Or, the user could adjust the vertex weight paint strength with possibly a little less accuracy. …

As a side note: Doing such with displacement nodes would be very useful.


Dynamic Displacement Topology:

  • Painted or generated node map > Displacement value
    (Controls the amount of displacement.)

  • Painted or generated node map >Vertex distribution IDs
    (Controls the ID assignment for the vertex distribution.)

  • Painted or generated node map > Vertex distribution
    (Controls the vertex distribution.)

Imagine controlling the vertex distribution density of a mesh via a vertex weight paint of a height map and with camera depth. (Dynamic depth of view)

Hmm… Adding a sub division node using this method would be very useful.


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