This shader modifies the shading normals near edges to give the appearance of a round corner. It can be used with hard surface models where bevels have not been modeled to simulate a round beveled edge, thus saving valuable modeling time. A simple way to use this shader is to connect its output normal to the Standard Surface Normal or Coat Normal. Round Corners affects only the meshes to which it has been assigned to.
Round Corners may not render properly if your object normals are incorrect.
Currently, Round Corners does not work with single sided surfaces. This will be fixed in a future release.
Use the normal input of Round Corners to chain multiple bump shaders together.
Round Corners also works with Displacement.
Round Corners can be used in a wide variety of situations. Rollover images to view without Round Corners (applied to all objects).
The Normal AOV (N) can be used to check how Round Corners rounds the shading normals.
Rollover image for Normal AOV (N)
Round Corners -> Geometry Normal of Standard Surface
The number of ray tracing samples used to compute the round normal. Round normal noise can be removed by increasing the number of samples if needed.
The radius of the round edge, technically the radius of the edge fillet. Bigger radii create a wider rounding effect, but might also look worse since the underlying geometry is still flat. Radius works in object space so that when you scale an object, the round corner is also scaled.
File texture -> Range shader -> Radius
Input normal to be rounded, if not linked the underlying surface normal will be used.
Normal map -> bump2d -> Round Corners
The string label defining the set of objects to be traced or avoided. Objects are labeled using the Arnold Parameters Tag property.
When a trace set is exclusive, rays are traced against all geometry except the tagged nodes. When a trace set is inclusive, rays are traced against tagged nodes, but also against nodes that are not tagged at all.
Limits Round Corners to the object being shaded.
Set object scale to false when you want to use a world space radius so that geometries with different transform scales get a uniform world space rounding.