This page provides information on the Edge Map.
VRayEdgesTex achieves an effect similar to the wireframe materials in 3ds Max. Since it is a texture rather than a material, it can create some interesting effects that are not possible with standard 3ds Max materials.
When used as a bump map, this texture can produce a "round corners" effect for mesh objects, giving corners and edges a rounded bevel as shown in the examples at the end of the page.
Color – Specifies the color of the edges.
Hidden edges – Renders all edges of triangles including diagonal edges across polygons, which are normally invisible. When disabled, renders only edges marked as visible. For more information, see the Hidden Edges example below.
Show subtriangles – Makes the edges generated by displacement mapping or render time subdivision visible.
World width – Specifies the width of the edges in world units.
Pixel width – Specifies the width of the edges in pixels.
Radius – Specifies the radius for rounded corners when the texture is used as a bump map. This value is always expressed in world units. For more information, see the Radius example below.
Same object only – Produces rounded corners only along edges that belong to the same object to which the map is applied. When disabled, produces rounded corners along edges formed when the object intersects other objects in the scene. For more information, see the Same Object Only example below.
Corners – Specifies the types of corners to which rounded edges will be applied. For more information, see the Corners example below.
Convex & concave – The effect is applied to both convex and concave edges.
Convex only – The effect is applied only to convex edges.
Concave only – The effect is applied only to concave edges.
Multiplier map – Texture multiplier for the width/radius. It can be used to map variating width/radius for the geometry from zero (black) up to the width/radius value (white).
Multiplier value – Weight of the multiplier map. For more information, see the Width/Radius Multiplier example below.
Example: Hidden Edges
This example shows the effect of the Hidden edges parameter.
This example shows the effect of the Rounded Corners' Radius when VRayEdgesTex is used as a bump map. The cube is 50 units in each dimension. The radius is set to a value of 1 in the first image, and to a value of 3 in the second image.
Example: Same Object Only
In this example, the cube and the cylinders are separate objects in the 3ds Max scene. VRayEdgesTex is used as a bump map on all objects.
When the Same object only is enabled, the rounded corners effect is applied to each object individually. When the Same object only option is disabled, the rounded corners effect is applied between the different objects.
This example shows the effect of the different Corners options.
Corners = Convex & concave
Corners = Convex only
Corners = Concave only
Example: Width/Radius Multiplier
The following example of multiplier values shows a cube with a mapped VRayEdgesTex applied to the bump slot of a VRayMtl.
Multiplier Value = 0
Multiplier Value = 50
Multiplier Value = 100
- When applied to displaced or subdivided objects, VRayEdgesTex normally shows the edges of the original mesh, as shown on this displaced teapot:
- VRayEdgesTex cannot simulate toon-style outlines on objects. Instead, use VRayToon render effect to add outlines.
- Currently, when used as a bump map in glossy materials with the Blinn or Ward shaders, VRayEdgesTex can create dark edges. To avoid this, use the GGX shader instead: