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Blender Bevel Shader Sneak Peak! - CGC Weekly #4


pavla writes:

In this episode, we take a sneak peak at the bevel shader: a revolutionary new way to add bevels in Blender.


  1. Brian Lockett on

    You know, I wonder if this and other Blender 2.8 shaders could be natively supported within Godot Engine someday... (wink wink)

  2. Interesting new Blender feature... but I feel this is a wrong turn for CG Cookie. Why do I need to see a bloke sitting in the corner of the presentation? It adds nothing at all to the presentation, and only distracts from the content. How I miss Thomas Beck's sneak peaks - that's the way it should be done. Cool, quiet, precise, and no ego involved.

      • I vote to keep the bloke! ::insert heart-eyed emoji::
        Thanks to the CG Cookie team for continuing to provide useful and engaging tutorials in addition to your membership content!

  3. Nothing fancy - too bad they implemented only a basic shader which has long been around in the industry(Mental Ray for Max for example AFAIK). Hope this is still very much a work in progress though. What I'd really like to see is the radius being driven by, say, Bevel Weight so that we could get different bevels on different edges or being able to bake the result into a normal map to later use it in a game engine. Well, at least we've got something that's been long overdue. Thanks to the devs anyway - look forward to trying it out!

    • Edge Damodred on

      With the Attribute node you can control the Radius through Vertex painting. I've been using this node to do edge wear as it works well on low poly models and is much more intuitive and controllable than Pointiness. Take the Geometry->Normal output and the Bevel node output and run them through a Vector Math(Cross Product) node and you have a really nice and easy to adjust edge mask that can be controlled through the Radius input.

      • but using vertex paint for adjusting the radius is also a flat out crazy thing.

        pixels:3d studio had boolean based shader fusion

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