Hi Thomas and Sebastien,
Sorry for the mess about the preset,i had some problems with the mail
server,
changed to another one,lets see if it works ok now...
i see that lpiasecki7 managed to pickup the preset and post it..but the
funny thing is that
i never saw my emails with the preset posted ,go figure! :-)
Thanks Sebastien,your solution is way better!
Hey Thomas,it really improves the look of the render,it gives nice
highlights and smooths the
contours...it doesn't replace true bevelling,but for certain kinds of work
it is a good solution!
thanks,
Rui
Hi Sebastien (and Rui),
thanks a lot for the help!
I did a fast test and it works nicely that way:
http://www.screendream.de/stuff/RoundCorners.jpg
There are interesting possible variations to break things up and make them
more ragged:
http://www.screendream.de/stuff/RoundCornersTurbulence.jpg
In this image I drove the Edge Radius of the shader with an
AoN:Turbulence...
Instant havoc :-)
(otherwise the scene and object are the same)
Too bad the shader doesn't round concave corners...
But T2 Illumination rocks!
Cheers,
Thomas Helzle
www.screendream.de
Am 17.11.2006, 11:47 Uhr, schrieb Sebastien Ortega
<sebastieno(at)def2shoot.com>:
Hi,
in the next version of T2S_Illumination you'll just have to connect the
roundcorners to the bump port.
For now you can use a color_math_basic and add the roundcorner (input1)
and T2S_Illumination (input2).
It's not elegant neither, but it works....
Cheers,
Seb
--Tek2Shoot
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