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On the left is the normal map generated by the Bevel node. On the right is an unbeveled cube with the Bevel node in action. I wish to convert this to a BW map where The edges/gradients are highlighted and the rest isn't. Does anyone know if this can be achieved with more nodes?


Final result and node setup:


After many tryouts with complicated setups it seems that this effect could be easily achieved by using Vector Math > Cross Product from Bevel > Normal output and Texture Coordinates > Normals.

After this the most efficient way is to use Color Ramp to change softness/sharpness of the edges.

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  • $\begingroup$ Here's a digital hug, please accept it. $\endgroup$ – maplestick Mar 7 '18 at 19:20
  • $\begingroup$ Where is the Cross Product Node? I cannot find it $\endgroup$ – MicroMachine Mar 7 '18 at 23:25
  • $\begingroup$ @MicroMachine I believe that would be a variant of the Vector Math node. $\endgroup$ – maplestick Mar 7 '18 at 23:57

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