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Rendering with Arnold in Maya using the MtoA plug-in.
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Copy this node from Maya to Max

5 REPLIES 5
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Message 1 of 6
xdanielcalderon
387 Views, 5 Replies

Copy this node from Maya to Max

Hi, I'm trying to archieve this effect in Max, but certain nodes don't exist or can't be connected, I thought this render engine would work the same no matter the program in such a core functionality, but apparently there's no way to replicate this in max, if you think is possible, or even if you think is not possible either please tell me.

https://forums.autodesk.com/t5/maya-shading-lighting-and/arnold-round-corners-shader/td-p/7111102

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5 REPLIES 5
Message 2 of 6

The example is rendered using Redshift.

So you want Arnold to support round corners shader.

Message 3 of 6
RGhost77
in reply to: xdanielcalderon
Message 4 of 6

Read the first reply, they use a node setup in Maya's arnold that requires some work, but does the same, I can't find those nodes in Max however

Message 5 of 6
xdanielcalderon
in reply to: RGhost77

I know about modeling a baking, what I'm asking for is how to do this rounded corner shader, which is not native to arnold, but at least in it's maya verision can be done with a little few nodes, material which I can plug into any model to quickly see a change

Message 6 of 6

2387-bump.jpg

2388-edgebump.jpg

Looks something like this, not sure if its correct. 😉

Far from ideal to use.

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