I have been using a super powerful script in maya created by Etienne Nadeau called the Normal Toolkit. Basically it allows you to pick out your chamfers manually and run the script on your mesh to weight the normals based on said selections. There is also a second set for 'fillets' which are bevels with more than one side, here is the documentation :
My question is does anything like this exist in blender? I am aware of the weighted normal modifier but its simply not good enough for complex models that may have fillets crossing each other. I have used a proprietary tool where you could select up to 4 selection sets and weight the normals according to those for complex cases too which was really nice.
I've been looking around and there doesn't really seem to be a 'manual' process for this, and everyone is using super basic examples for the modifier where in reality this would almost never be useful on its own.
This is the sort of logic I am currently used to while working with a tool at my job :
Maybe I am misunderstanding something but making selections like these using vertex groups is not possible as the single chamfers share verteces and are therefore considered part of the same 'set' and are therefore ignored when setting up a vertex group.
See here :
Anyway I took the mesh in question and added the blender weighted normal to it and played with the settings, the closest i can get is just using the defaults but its still incorrect. I took the mesh into maya for comparison of the shading result :
Thanks in advance for any tips or suggestions.