Nunyas
06-28-2005, 02:57 AM
Hi all,
I'm new here. I've looked through the numerous threads regarding MR and SubDiv rendering under Maya. The problem that I'm having doesn't seem to have been answered though. At first i couldn't get SubDivs to render, but a quick search in the help file solved that issue for me. But my current problem is that MR is not rendering FullCrease edges properly. I'll post a couple of renders shortly. Maya software renders seem to render the shapes as i see them in editing, but MR severely rounds the edges and corners...
So far, the only thing I've be able to figure out is to convert back to Poly (I model in Poly then convert to SubDiv) in order to get the correct shape. However, the edges on the modeled pieces are too sharp, and I'd like to avoid selecting every single "boarder" vertex/edge on my model to smooth/round it if possible.
In short, I like the rolled straight edges that MR + SubDiv is giving me, but the overly rounded corners are driving me mad. So, is having to hand round the same edges on the poly model...
So, anyone have any ideas or suggestions?
Thanks :)
I'm new here. I've looked through the numerous threads regarding MR and SubDiv rendering under Maya. The problem that I'm having doesn't seem to have been answered though. At first i couldn't get SubDivs to render, but a quick search in the help file solved that issue for me. But my current problem is that MR is not rendering FullCrease edges properly. I'll post a couple of renders shortly. Maya software renders seem to render the shapes as i see them in editing, but MR severely rounds the edges and corners...
So far, the only thing I've be able to figure out is to convert back to Poly (I model in Poly then convert to SubDiv) in order to get the correct shape. However, the edges on the modeled pieces are too sharp, and I'd like to avoid selecting every single "boarder" vertex/edge on my model to smooth/round it if possible.
In short, I like the rolled straight edges that MR + SubDiv is giving me, but the overly rounded corners are driving me mad. So, is having to hand round the same edges on the poly model...
So, anyone have any ideas or suggestions?
Thanks :)
