This is vaguely similar to the "pointiness" effect. The bevel node can also be used as a simple curvature/edge detect shader by taking the cross product of its output and the mesh normal. This answer about bump vs displacement maps has some examples: What is the difference between the displace socket and a bump map? The bevel effect is a essentially a procedural normal map, so it comes with all the limitations of bump/normal maps vs actual geometry. More samples reduces the noise in the bevel effect at the cost of reducing performance. The "samples" control adjusts how many rays are traced to find nearby edges. The "radius" control adjusts the width of the bevel (it is a world-space distance in meters, same as the bevel modifier when in "width" mode). (for performance reasons, it will not bevel intersections between separate objects) This does not modify the underlying geometry and can even bevel between intersecting meshes, so long as they are all a single object: The bevel node modifies the mesh normal along mesh edges to approximate a smooth edge. So assuming that merge hasn't happened yet, or you're reading this in the future when 2.8 has a stable release, the bevel node is located under Add Node > Input > Bevel. While the "master" nightlies currently offer 2.79 with some extra Cycles functionality, that will not be the case forever. THERE IS A PLAN TO COMBINE THE "MASTER" AND "BLENDER 2.8" BRANCHES IN THE FUTURE. However, at the time of this writing, the "master" branch contains only non-invasive changes eventually planned for Blender 2.8. You can download a build of this at, but be aware these are development builds, not finished releases. It is not in 2.79b, the manual just contains docs pre-written in anticipation of 2.8. First of all, the bevel node is only available in the development version of Blender.
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