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…
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.
How do i bake the information in maya? IT keeps telling me that i need a source mesh for Transfer Maps to work. Edit: Let me be more specific. 3DS Max can render procedural material information to a diffuse map or a normal map slot by just rendering to texture. When using transfer maps in maya, this does not work. Maya…
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…
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…
this is happening in the renderer, seems like it would feasible just to make a realtime shader that does this. then you could bypass the whole rendering normals BS altogether.
I've never really worked with mental ray before, so I looked for a tutorial on mia_roundcorners. This one covers using the node with maya materials and mental ray materials: [ame] http://www.youtube.com/watch?v=lEnsEGlFsBQ[/ame] This one uses a slightly different method for using it with MR materials:…