Bevel Shader with a Gradient Texture I've been trying to recreate Gesy Bekeyei's clever trick (scroll below to see what I'm referring to) in using a black and white gradient texture to influence the Bevel Shader's radius to create custom bevels for each differently sized segments of the object. I've achieved a good part of that, however, the parts of the segments that make contact with the surface curve inwards, instead of outwards, as it normally would if a Bevel Modifier was used. I believe my UV unwrapping could be the reason but after unwrapping in various ways, I still haven't achieved the desired look.

Any of you good folks mind helpin' me figure this out?

By the way, unrelated - hope y'all had a great Christmas! :)



This is the look I want


This is what I'm getting
Credits to Robin Betts for this, he nailed the issue head-on in the comments. I'm just explaining it a bit more thoroughly with screenshots.

Essentially what is going on is that for all the faces on the larger objects, you've mapped it to have a large bevel. For the smaller ones, you've mapped them to have a smaller bevel.

However, when a small object meets a big object, the face of the larger object is still trying to create a large bevel, while the smaller one is trying to create a small one on the same edge- resulting in that inwards bevel effect.

As you can see in the screenshot below, I've cut additional geometry to surround your smaller objects and moved their UV mapping so that they shared the same bevel width.



Here's a comparison of before/after: