(Mods, please feel free to move this if you think it’s in the wrong section)
I am building a scene and there are a lot of bevels to get rid of the old “hard edge” issue. It lead me to thinking if there is a performance / memory difference between “hard bevelling” the actual geometry, or using multiple bevel modifiers with vertex groups / edge weights.
Has anyone any information on this? Obviously using modifers means the bevels are dynamic and so there is flexibility to modify geometry easier. As to UV’s, I’m not sure how the modifier actually handles that.
With having a lrge number of items, I’m just wondering which is most efficient, or is there no measurable variation in terms of rendering / processing etc?