Super informative! Thank you for sharing! I wonder if, during the normal map generation step, there is any way to use weight painting to decide which edges will be beveled and which will not.
totally -- you can just paint a "bevel weight" map, feed that into a MapRange node to convert the black->white mask to a minDistance->maxDistance range, and then plug that into the "distance" input of the bevel node. I'm _probably_ going to do that for all my characters as a polish-pass after the whole group is done, basically just to correct the most obviously blurred seams.
learnt so much about shader graphs. Thank you!
Super informative! Thank you for sharing! I wonder if, during the normal map generation step, there is any way to use weight painting to decide which edges will be beveled and which will not.
totally -- you can just paint a "bevel weight" map, feed that into a MapRange node to convert the black->white mask to a minDistance->maxDistance range, and then plug that into the "distance" input of the bevel node. I'm _probably_ going to do that for all my characters as a polish-pass after the whole group is done, basically just to correct the most obviously blurred seams.