Beveled edges for Prims
tracked
Eric Dielli
In modern engines the ability to bevel an edge can make simple prim constructs seem more natural and add complexity to the build. This can be achieved by using mesh, but the LI, and bespoke nature of mesh, would cause issues with stretched mesh not being beveled correctly.
Log In
Spidey Linden
tracked
Issue accepted. We have no estimate when it may be implemented. Please see future release notes for this fix.
Vincent Nacon
I like the idea, but when it comes to using prim shape setting, where does it end? Does path-cut/slice interrupts the bevel groove? Might need a checkbox or another input dial for edges that are presented from hollow/cut.
Journey Bunny
Vincent Nacon: Agreed; at a minimum, looking to Blender's default bevel modifier setting, a "limit angle" at least would be useful, to define how steep an angle has to be in order to become beveled. Main difficulty LL will encounter when they look into this is how UV maping works. If it becomes too much, might have to resort to only original edges.