Fillet edges with VRayEdge?

I’ve read that that it’s possible (VRay for Max) to get filleted edges by plugging VRayEdges into the bump map of a material. I’ve tried it and am having no luck. Is it even possible and if so is there some trick to it?

it works good in MAX. Try real-work coordinates and play with the number.

In Maya, this is not done through the VRayEdgesTex texture; instead, add the V-Ray round corners attributes to the shading group of your material.

Best regards,
Vlado

I swear, if my replies trying to help were graded, I would get a big fat “F”.

Thanks Vlado, that’s very cool and easy. Don’t know how I missed it.

Hey Gloryhound thanks for the reply anyway, at least we both learned something.