Rounded Edge Shader: Fake Bevel + Basics of Procedural Tear and Wear — Houdini Mantra Tutorial

This tutorial is a start for procedural masking and material creation. We start discussing the rounded edge shader and how we can fake the effect of rounded edges without the need to actually tweak the geometry. Then we go through controlling it with noise, and finally — creating a very basic tear and wear effect. I rate this technique Essential out of 10.

Fake Bevel? Rounded Edge?

Sometimes you just model your geometry, and it becomes increasingly hard, or topology taxing, to create a rounded effect on the edges of your geo. But you need to have those to catch those reflections, and to make things look realistic.

Enter the Rounded Edge shader, which helps exactly with that. It computes rendertime the effect, and we will use it to create that nice rounded edge effect. But this is just the part of the story.

Procedural Tear and Wear

As a hidden benefit of using the rounded shader, we can use the mask generated by this node to make additional effects. In our case, we will begin to make our hard surface model look a bit worn out on edges. How do we do that? We use the mask, that is being generated with a radius controlled by a Noise node. The result will be surprisingly convincing effect of the metal paint getting scratched by use.

So, let’s learn how to do that with the video above!

Houdini Mantra Series

The post that you just finished reading (and watching) is just a part of a free workshop on Rendering and Shading with Mantra. You can select related tutorials on the subject, or you can go to the page with all the available course parts on the subject.