This may seem like a really basic problem but i just cannot get it to work....Im trying to model a cube with rounded corners that can hold up to close rendering with raytraced reflections....the obvious way to me is to create a nurbs cube and round each edge all in one go...this works fine but you can tell the surfaces are seperate in a final render and the corners dont look right with reflections as you can easily "see" the edges of the corner surface and the rounded edges...i cannot join them to the faces because corner isoparms do not match the faces and im kinda puzzled how i will get a "perfect" rounded cube shape....I would be very interested if anyone could give me a solution to this...?
well, when you use the round tool the output geometry is a trim surface. Because of this if you want the render to look smooth, open the attribute editor for that surface and in the render stats you can try using "smooth edge" or increase the tessalation. At least that works for me with my trim surfaces.