This is my first creating a thread in this forum section,long-time lurking i was
I have started working with the mia_roundcorners shader in Maya to prototype some quick modeling workflows using it.Everything seems to be working when it comes to creating shapes and applying the shader on them,but things get crunky when i start baking the applied effect.
I found a quick tutorial
on how to bake the mia_roundcorners in Maya,but as a total Hypershade n00b i think i didn't set things up correctly on the Setrange node.
Here is the Hypershade node and the Setrange attributes :
Here is my first bake test rendered in M.Toolbag 2 :
As you can see,it looks pretty decent for a first test,but there are just toooo many errors to make it look great.Some normal angles are flat,others a bit sharper than the smoother ones and so on.
I've tried converting the Object-Space normal map with Xnormal to a tangent space one but it doesn't completely solves the problem.The right objet is using a OBJSPC normal map and the left one a tangent space.
I'm also planning to move to Modo by this year,but this mia_roundcorners technique is just obsessing me :poly122: