in maya 2009, what i do is set the bump map in the slot provided by the mia_roundcorners node and then change the bump mode. heres what the bump mode does according to the docs. bump_mode defines the coordinate space of the bump_vector, as well as that of the return value of the shader itself (which is also a vector), and…
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.
Awesome. I just tried plugging a Rounder_Corners node into the Material (Softimage) and used Rendermap to capture the normals, and it created the same effect. This might come in handy.
What filter settings do you use? I've tried a lot of different settings and I can't get a clean RTT bake for the life of me, it always comes out grainy and pixelated along the edges?
There is a hard edges render mode in TexTools: it creates a temporary mesh/poly object in the scene, sets a camera orthogonal on top of it and renders from that camera view using the ink and Toon smoothing groups line rendering. There is also a thickness value (in pixels) that can be adjusted.
cryrid, thank you very much for your detailed explanation on rounded corners baking! P.S. Tried today to bake round corners in SI 2011 and got flat result :( ( Used all your advices (tangents and binormals)... May be it fails in 2011 because there's no "round corners" node - only "round_corners_mia" ?
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.