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we use nPower translator. It translates nurbs data, from Rhino in our case, and uses that in max. It translates to polys at rendertime, but looks like nurbs in the viewport.
The VRayEdgesTex works on my objects and looks fine in diffuse, but it doesn't do anything for bump even if I have really hard edges. So for me it doesn't really help. I tried converting to polys and it still didnt' work for the shape I have. I have hard edges, but no chamfer.
Also, I noticed on a quick box test the numbers don't seem to match for the fillet and line thickness. The line looks good at .25 on my box, but the fillet needed 5.0 to be approximately the same? I figured it blurred the line automatically or something, but that just seems a bit much.
Also, if it blurs then I'd rather have control over that. What if I wanted a chamfer instead of a fillet? Although, that's Really not a big deal to me.
If you have an object for which VRayEdgesTex does not work, you may want to send it over to me at vlado@chaosgroup.com, so that we can take a look at why this happens.
Any could enlighten the exact setting , I tried dropping the vrayedgetex
onto the vraymtl bump map and nothing render out as expected. Tried
different color , line weights blah blah but nothing still hard edge ...
sigh
Studio Max 2009 x64
X5000 Chipset | Dual Core Intel 5140 | 4G RAM | Nvidia FX3450 drv 6.14.10.9185
Depending on your scene units, you might need to increase the "World size" parameter of the VRayEdgesTex - the effect might be there, but just too small to see.
Regarding Powertranslated Objects not matching that is most likely cause Surfaces within a Brep are not necessarily welded. Hence it is not detected as a Hard edge, but an edge break i´d guess.
I have had a play around with this feature and I love it!
Here is an image of a chiller cabinet I box modelled today. It is constructed purely of boxes with no chamfers what so ever. I am really impressed with the output.
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