I'm trying to figure out edge wear with nodes and in the viewport I think it looks good.

Once it renders it's completely different for whatever reason: the worn area appears to be wider.

I'm rendering with good quality settings so I can't chalk it up to noise or low resolution.


You probably have a Subdivision Surface modifier with the Render subdivisions settings being higher than the Viewport subdivision: the edges are rounded more deeply in render, which affects your shading.

Example: the difference a level of subdivision can make, especially when using Pointiness as a texture source

enter image description here

When tweaking your shader, especially if the shader is geometry-dependent, make sure to match Render and Viewport subdivisions in your modifiers to preview your rendered results more accurately.

  • 1
    $\begingroup$ bingo, that was absolutely it. it's just one of those little settings that gets overlooked sometimes. thank you very much, nicola! $\endgroup$
    – levelboss
    Jan 5 '20 at 21:08

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.