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So, I want to add some details to cylinder and I've been struggling with this for awhile and can't find a proper way to do this.

First method on the image is with autosmooth and this is basicly what I want but I need also to use node geometry > pointiness which isn't working as needed.

Second with subsurf and some loop cuts gives me good looking pointiness but the shape of this detail isn't what I am looking for. When I'm trying to add more loop cuts to hardness the edges cylinder is breaking (horizontal bulge under this element, or vertical strip along whole cylinder).

I've tried adding small bevel on edges, high density base model and what not. This driving me crazy.

Any ideas how to make it right?

What I get so far

UPDATE:

Here it's a blend file:

UPDATE 2:

Method proposed by @Róbert László Páli is by far most correct, I need to check how this will behave with PBR Metallic material, because there are some geometry, I don't know, glitches?

Glitches

UPDATE 3:

I've tried it with some PBR material and sadly it's visible with light reflection.

PBR

cgslav
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1 Answers1

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Edge Crease

Use the subsurf, but insted of loop cuts, select the sharp edges, and press CTRL + SHIFT + E then 1 which will make the crease of those edges one.

Advice

Instead of autosmooth, you could use smooth shading and an edge split modifier after the subsurf. If you select both angle based and sharp edge splitting, you can add additional sharp edges by selecting them and marking them sharp at the CTRL + E menu.

Edit One

The edge split actually messes up the pointiness. You can use the auto sharp as originally.

Creased Subdivision

The Blend

Edit Two

Geometry Glitch

The edge crease - besides retaining the sharpness of the inset - also makes those edges not going little deeper, where they should. This is demonstrated by this simple circle:

Demonstartion

You can start from a higher resolution cylinder to make those glitches less apparent. The higher the resolution of the base mesh, the less that glitch is visible:

High Resolution

Less Glitch

Note: The mesh density at the part where you want to use the pointyness is important, other loop cuts may be removed. I have also updated the Blend.