If someone is still interested in this trick max + MR + 3point shader You can see that objects need to intersect on the "high" to produce the round corner. First, you can't bake an object on itself, you have to create a copy and use a cage. Second, you have to put "low"object visibility to 0 in the object properties. You…
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…
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 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.
Honestly, unless you need to make like 100 very simple props in a short timeframe, I would not bother with this method. There are too many technical issues and too little control over the end result to merit the hassle of setting it up. If this is way faster than using standard control loops/sub-d, you should probably…
As this thread states, this mental ray shader to normal map technique only works in XSI, not Maya or 3DS Max. I had never touched XSI before but was able to quickly and easily follow the instructions that are provided in this thread and produce a nice looking normal map in a few minutes. Though there were a few artifacts I…
Naa, no uvs or texture/material tricks, just floating geometry. However, after seeing some of the stuff Tor has been doing with the edge bevel shader thing, I'm going to retract my previous statement. Now that there is a viable way to do this in Modo I really need to play with it more :poly124: It seems like it bakes out…
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…