I've noticed in the last few versions of VRay (I hope!) That the VRayEdgesTex seems to break and not do round edges if you have a VRayTriplanar map in the node pipeline with a normal map. I have tried plugging in the triplanar map in numerous places including Mapping source of VrayBitmap and after the VRayNormalMap, and using VrayEdgeTex in the bump slot of the VrayNormal map breaks the rounded edges (they don't render) every time. Seems like a recent bug. I'm on Max 2023.2.2 and Vray 6 Hotfix 3. , but would be nice to just have round edges not break when using triplanar. I've attached a couple images in case my words don't make sense if how i have the nodes.
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VRayTriplanar map breaks Round Edges in Vray NormalMap Bump slot
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Haven't tried if this works or not. But does it work if you put your main material through a VrayBumpMtl with the VrayEdgesTex in the slot there?
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Huh, interesting solution! I never looked at the Vray Bump material before. Curious as to why it even exists in the first place! Perhaps for things like this where you need only a round shader on some things and not another. Thanks for the help, guys, was starting to drive me crazy
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Curious as to why it even exists in the first place!
Or you may need to add bump to a shader that doesn't have the channel.Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
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