Yeah, it is. The rounded_corners bump here gives us the option to set which space we want, but all the ones I tried still seemed to give me a beveled look inside that honey-comb area :S I think the only thing worth noting on the model is that the cylinder on the left was welded into the cubed-shape to prevent it from…
I've searched the normal mapping thread and i didnt find this tip so I thought I'd post it here. If you are rendering with mental ray there is a superb time saving feature called 'Round Corners'. Basically any hard edges the shader sees are automatically 'beveled' using a bump mapping trick. The cool thing about this is…
The above example of seams along uv edges which are not broken is not a result of this method, but baking normal maps in general. Anyone having seam problems needs to follow the same rules for traditional normals baking, and that is to split your uvs everywhere you have a hard edge on the low.
So in Maya this is working quite decently. But there are cases when mia_roundcorners does not create acceptable solutions. Take for example two convex neighbouring faces - if their angle exceeds 90° degree there won't be any satisfying normal modifications. Instead you'll get the shading of the underlying low poly…
To be fair, this doesn't strike me as a technique you'd throw onto any model and expect to work perfectly. But if you build the model with it in mind, you can accomplish some nice results rather quickly and without much of a head ache. (I'm honestly not sure if this is modeled in a way that defeats the point that the…
Finally succeeded to bake the mia_round_corner effect into normal map :) As you can see there are 2 remaining problems: 1/ minor artifacts on the cap edge of the cylinder which I can't solve...Edge padding that I need to change maybe ? 2/ As Polynaught stated : "Take for example two convex neighbouring faces - if their…
Im also getting seams everywhere. I made 4 meshes to test it, one with the entire object set to smoothing group 1, second one with each face set to a different smoothing group but with the same uvs as the first example, Third one, I split the uvs where the smoothing groups split, and on the fourth one i kept the smoothing…