There's a Rounded_Corners node under Nodes>Bump. Plug that into any material's bump port, and change the Bump mode to one of the "Set Bump Vector"s of your choice. Works like a charm.
Same here! Instead of using the script r_fletch_r provides, you could just "unlock" the Round_Corners_Bump Map and then select it from the Map Browser, just like applying a Noise map to the Bump slot (for Max that is). Guide to unlock the Round_Corners_Bump Map for all Shaders in 3DS Max: STEP 1: - Go to <your max install…
Anyone knows a workaround to get the Round Corners Bump into a blend materials mask? Or to output it as a Black/White map? I tried some stuff, but nothing did work so far.
thats very weird. delete the line from the script and click the checkbox yourself --Create a Standard Material with a round corners shadermat = standardMaterial()mat.bumpMapAmount = 100mat.bumpMap = Architectural__Round_Corners_Bump ()meditMaterials[1] = mat if that doesnt work then try. you will need to set the bump…
cryrid, that's XSI right? I think Max's baker isn't capable of using the Round Corners Bump shader. It seems to be baking in a different space. The normals in the red channel end up pointing all directions, not just pos/neg X like they should be.
For you Maya users its available in mia_material. You can also unlock the node in the mia and use it in the bump slot of any material. I just wish they'd made a version for the scanline renderer Another trick to be aware of is you can use multiple versions of the material with different radii.