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…
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…
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…