Baking Round Corners shader to texture for game model purposes.

Baking Round Corners shader to texture for game model purposes.

s.bilyk
Explorer Explorer
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Baking Round Corners shader to texture for game model purposes.

s.bilyk
Explorer
Explorer

Hello, I'm trying to replicate result shown here without any luck.
Can anyone make clear, is it possible to create proper Substance/UE-ready normal maps in Arnold?
Thanks for answer in advance!

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lee_griggs
Autodesk
Autodesk

There is the normal AOV (N). Round Corners docs here.

Did you try the space_transform

lee_griggs_0-1680069620352.png

 

Lee Griggs
Arnold rendering specialist
AUTODESK
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s.bilyk
Explorer
Explorer

Arnold_NT_Setup.jpgThanks for feedback, @lee_griggs 

Here's network I've replicated using madsd's instructions I've linked in first post.
The only difference is I'm using AIRange node instead of Add-Multiply chain. Since I'm not experienced in using Maya's math nodes, I've used method described in Arnold Support Corner , which actually produces wrong result for my purposes. Maybe you can help me in recreation of madsd's chain using Add/Mult nodes? Also, with addition of MikkT tangent space support to newest MtoA it would be fantastic to have an opportunity to output normal maps using Render Selection to Texture functionality in this exact tangent space.

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