Bevel / Rounded Corners for Cubes at Render time

i was wondering if there was any possibility to achieve classic bavelling in babylon, quite similar to the Bevel-Modifier in Blender:

I have already seen approches in three.js with ExtrudeBufferGeometry which makes this kind of bavelling possible.
Transferring the three.js source code ExtrudeBufferGeometry SourceCode in Babylon is a bit over my head as a beginner :slightly_smiling_face:

Hope i made clear what im looking for, thanks in advance :blush:

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Hi flo, nice to meet you :slightly_smiling_face:

Pinging @jacquesr from this post:

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this is from old froum


Here, too. Someone doing something dangerous… with a super-ellipsoid. hmm. :slight_smile:
Hi Naz! Hi to you, too, Florian… we hope you have had soft-edge success (4 months ago)

There is a BETTER super-ellipsoid playground here, somewhere… had many shapes… pyramids, boxes, convex/concave-curved box sides… all sorts of stuff. I can’t find the playground anymore.

Soft-edge mesh are cool, huh? They change the “feeling” of a scene. The same happened when HTML/GUI allowed round edges. It sort of changed the feel of GUI’s. For some time… EVERY GUI wanted to be round-cornered… but then “the trend” subsided a bit.

“Go rounded or stay grounded” :slight_smile: (airplane tire company motto?)


Alternative Bevelled or radius edges


“BETTER super-ellipsoid playground here” - I want to do dangerous things too! Anyone located them?

Nah, I haven’t yet found it… and not looking real hard.

See line 22? Just add many of those lines, and push various “dangerous” values into those parameters. Dangerous shapes. :wink:

Add some textures and scalings, some meshImpostors and sphereImpostors, some sparkly particles emitting from mesh normals, and boom… we’ve “3d-addicted” the NEXT generation of BJS mad scientists. :smiley:

Here is a search for playground series… with ‘superello’ somewhere in their codes. Babylon.js Documentation. Party on.

Update: That’s the one I was searching-for. I wonder who coded it. An interesting system, just like the other cool ideas/solutions in this thread. It seems to be all 6 or 8 -sided mesh, so far. No mention of ‘Catmull’ either. :wink: I think Mr. Catmull was involved-in converting existing sharp-edged mesh… into round-edged. These Super-Ello’s are actually “grown” with rounded edges, so no Catmull-ish filing or grinding required. :smiley:

Those rounded edges really improve child playpen swallow-ability. hah.


Search in Google for Babylonjs superellisoid leads to

courtesy of @javalang unfortunately not seen since Dec '18


Hey guys, thanks for your responses and the shared playgrounds.
Because I havent had found any workarounds 4 months ago, I decided to give it a shot by myself.
It surely is no the smartest or fastest approach and its pretty hard to read, even for me now looking back on my code. :smiley:

My goal was to create a box which has a tiny bit of bevel on the edges and corners, small enough that you hardly notice it, but big enough to add a little touch of realism to the box. I also wanted to use additional geometry as little as possible for performance reasons, so I only used 2 segments and worked my head around the topic smooth shading.
I couldnt use the babylon function forceSharedVertices() to achieve the smooth shading, it was necessary too keep all the vertices (even if they are at the same position) because I had to texture them differently. So I manipulated the vertex normlas by myself and achieved a nice smooth shading effect which looks pretty nice if you dont scale the bevel up toooo much :slight_smile:

I did code locally, but the moment I saw some people are interested in this topic I created this playground. Its sometimes formatted a bit odd, sorry for that :smiley:

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Hi guys,

I just wrote an alternative solution to solve this issue, based on the following C++ snippet:

The approach here is to create the mesh primitive directly using several for-loops.
I bet it’s difficult to find a more efficient solution…



Hi Fabien,

I use your RoundedBox class and it works fine, but I wonder if it’s possible to use a material with a texture with it. Somehow the box gets a solid color that is about the same as the texture, but not the texture itself:

        const roundedBox = new RoundedBox(2, new BABYLON.Vector3(1, 1, 1), 0.2);
        const box = roundedBox.toMesh('RoundedBox', scene);

        let materialWood = new BABYLON.StandardMaterial("wood", scene);
        materialWood.diffuseTexture = new BABYLON.Texture("textures/crate.png", scene);
        materialWood.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5);
        box.material = materialWood;

Any idea?

The RoundedBox class does not generate uv coordinates, that’s why textures don’t work.

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Sorry for the late answer.

As Evgeni told, the snippet doesn’t contain uv map, so texture won’t work as is.
But, if you are not afraid with maths and programming, adding the uv map shouldn’t be so complicated, for example by applying a spherical projection for each vertex.
Unfortunately, this snippet doesn’t interest me anymore, so I have no time to do this for you.


I see, thank you for your reply.
I don’t understand uv-coordinates enough to do it myself yet. Maybe I’ll try later :slight_smile: