Basically saying, that while the new pointiness attribute in Cycles has proven to be real useful in cases, I can say for sure that with a few shader-based changes, it could become so much more and its usefulness likewise gets multiplied.
The case that I make that it can be improved significantly while retaining a lot of speed, is based on something you can already do in Cycles.
The only disadvantages is that it’s not a ‘two-ring neighborhood’ method like the attribute and smooth shading needs to be on, but think of the advantages if the algorithm was changed to include something inspired by this node setup. The advantages of this manual setup is as follows…
- No pinching at corners
- No unpredictability and artifacts when making cuts in faces or adding bevels on objects with a grid-like wireframe
- No instances of the mask going black on curved, but heavily subsurfed objects.
What do you think, do you think the image above makes a good case for how the calculation for pointiness could be improved?