Author Topic: Landscaping  (Read 52583 times)

2014-07-23, 10:47:03
Reply #75

CiroC

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Romullus, your material looks really nice! What settings did you use for your cellular maps?

I noticed that your normal testure isn't normalized. You should always do that. Don't you want to see if it makes any difference?
What does it mean to normalize a normal map? I don't know much about normal maps.

I might be wrong, but I believe Romullus means this

http://wiki.polycount.com/NormalMap/#Re-normalizing

Today I try again recreate this material. I used a blended material to achieve the reflective spangles and added a metallic coat. Added some information from galvinfo.com regarding the different types of splangles.
« Last Edit: 2014-07-23, 10:54:52 by Cyrus3v »

2014-07-23, 12:56:36
Reply #76

romullus

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Your material is getting closer, keep up! While looking at your map , i realized that my and maru's approach have one serious drawback - bump slot is occupied by flakes (spangles) generation map and there's no way to add additional bump for surface imperfections :/ Maybe it's time to ask Keymaster to enhance CoronaNormalTex with additional bump slot, like in max's native Normal Bump map?

Meanwhile, i continue my research with procedural normal map. Oh man, it's so addictive and so flexible, i just can't stop playing with it. I wish i had more deeper knowlede, though, instead of throwing some random values and looking what will come out :]
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2014-07-23, 14:23:19
Reply #77

CiroC

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Thanks Romullus. In this case I used the same map for the reflection and glossiness to achieve a strong effect and I placed a dirt map for the bump. Then created another material to give a reflective "coat". For now I am not too concern to use a procedural map, although it is an excellent idea.

I don't know if this can help you:

http://www.neilblevins.com/cg_education/chipped_paint/chipped_paint.htm
http://www.neilblevins.com/cg_education/fractal_noise/fractal_noise.html
http://www.neilblevins.com/cg_education/procedural_noise/procedural_noise.html

2014-07-24, 15:24:35
Reply #78

CiroC

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Is this a bug??

I connect a falloff map to Fresnel IOR slot, but if I change the Fresnel IOR value to 15 (for example) it ignores completely the falloff map.
« Last Edit: 2014-07-24, 15:30:39 by Cyrus3v »

2014-07-24, 15:45:10
Reply #79

steyin

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Is this a bug??

I connect a falloff map to Fresnel IOR slot, but if I change the Fresnel IOR value to 15 (for example) it ignores completely the falloff map.

Did you uncheck the IOR override in the falloff map?

2014-07-24, 15:56:51
Reply #80

CiroC

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I am using the Perpendicular/Parallel option instead of Fresnel. I am not interested in using the Fresnel option because I want to use a curve to define the Fresnel value.

2014-07-24, 18:50:15
Reply #81

romullus

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You have to set IOR to 999 and then play with fallof map.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2014-07-24, 19:46:03
Reply #82

CiroC

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You have to set IOR to 999 and then play with fallof map.

Doesn't work that way. 999 creates a mirror, even with the falloff map connected to the Fresnel IOR slot. For example, if I cannot a map into the Glossiness Slot it doesn't matter what number I use, the map is the one in control, but that doesn't happen with the Fresnel IOR slot.

2014-07-24, 20:04:08
Reply #83

maru

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Set fresnel IOR to 999 and put falloff map in reflectivity slot.
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2014-07-25, 09:06:23
Reply #84

CiroC

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Set fresnel IOR to 999 and put falloff map in reflectivity slot.

Thanks. I thought it was the Fresnel IOR slot. :) But this means I need to blend materials if I need to add detail to reflection map.
« Last Edit: 2014-07-25, 09:16:23 by Cyrus3v »

2014-07-25, 16:03:04
Reply #85

Jahman

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what do you think of using anisotropy rotation instead of normal bump?

2014-07-25, 16:40:53
Reply #86

CiroC

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Jahman that render is amazing.

Are you using a bitmap?? I would love to see the shader tree :D
In my material I use a map for the glossiness instead of bump map.

2014-07-25, 18:47:27
Reply #87

maru

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Set fresnel IOR to 999 and put falloff map in reflectivity slot.

Thanks. I thought it was the Fresnel IOR slot. :) But this means I need to blend materials if I need to add detail to reflection map.
No. You can add detail to the falloff map. Or use CoronaMixTex.
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2014-07-25, 20:06:47
Reply #88

Jahman

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bitmap texture require a proper UV which I too lazy to make usually . So theres all procedural.
Reflection mixed a little with actual map, around 20% percent. Reflection & glossiness are angle dependent.
Almost all maps have some minor brightness adjustments in output color map. Or wrapped with output for same reason.
Zinc pattern is a composite map consisting of four cellular maps with Difference blend mode, each of them have same cell size but angles and xyz offset differs. Romullus got it much more natural.

Seems like theres no need to overcomplicate as i did. Pattern in anisotropy slot does its job pretty well with no need to map aniso. rotation or whatsoever

Try to put output map into anisotropy slot and anisotropy rotation slot.
Then change output value form zero to one and look whats happening ;)



2014-07-25, 20:41:30
Reply #89

maru

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Diffuse color: VRayColor - wtf? :D
Marcin Miodek | chaos-corona.com
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