I thought it was super smart to simply put the rounded edge value on a low poly object, and bake it. The problem is, I get seams at the hard edges (no cage). Is there a way to circumvent this? :O
It should be straight forward. 1. Assign proper hard/soft edges on your low res mesh. Vertex Normal toolkit FTW! 2. Set desire round edge shader property 3. Bake an Object Space(OS) normal map in Modo with bake distance of 0(zero). 4. Use Xnormal(or Handplane) to convert the OS normal to tangent space. 5. Now you can go…
Seem like you are on Modo 801, why don't use the Baking UI Kit? baking in Modo is so convoluted without it. it should be in your account under register content. https://vimeo.com/93285046 Without seeing the scene file, its hard to pinpoint whats wrong,maybe try to bake a simple cube with round edge shader on your end?Also…