Author Topic: Material Build up  (Read 500 times)

2021-11-26, 14:42:20

Mark00us

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Sorry if this sounds stupid, but dose anyone have a typical build up of materials? Struggling to find a example of what slots to put each map into
(eg, AO into what slot, Reflection, Etc...)

Thanks!

2021-11-26, 20:13:18
Reply #1

Aram Avetisyan

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I would recommend the tutorial videos on our YouTube channel for getting started:

https://www.youtube.com/c/CoronaRenderer/videos

Check out the video for various materials creation.
Hope this helps.

2021-11-30, 13:04:53
Reply #2

Mark00us

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I would recommend the tutorial videos on our YouTube channel for getting started:

https://www.youtube.com/c/CoronaRenderer/videos

Check out the video for various materials creation.
Hope this helps.

Thanks for this, really helps.

I have been working with using some textures from viz people and trying to get my head around the slots for both Physical materials and Legacy. For a typical build like the ones below what would be best to use?

Also would the maps be in the correct slots for these materials, if not can anybody show me the best way? (Sorry about all the questions, still learning!)


2021-11-30, 13:26:40
Reply #3

hurrycat

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The left one seems fine, for the new physical material you should plug the Glossiness map into the roughness slot, and then change the Roughness mode to Glossiness (under Material's Advanced options).
Some materials come with Roughness textures instead of Glossiness, so you don't need to change anything in that case.

2021-11-30, 13:43:18
Reply #4

GeorgeK

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I would recommend the tutorial videos on our YouTube channel for getting started:

https://www.youtube.com/c/CoronaRenderer/videos

Check out the video for various materials creation.
Hope this helps.

Thanks for this, really helps.

I have been working with using some textures from viz people and trying to get my head around the slots for both Physical materials and Legacy. For a typical build like the ones below what would be best to use?

Also would the maps be in the correct slots for these materials, if not can anybody show me the best way? (Sorry about all the questions, still learning!)

In case your legacy reflection color map is a specular one, then go to the Advanced options of your CoronaPhysical, change your IOR mode to D.Specular and simply plug the map to Base Spec. Your glossiness map can either be inverted, or simply do as hurrycat suggested. Do note, all these settings can be also changed "globally" from your Render Setup > System Settings.
For solutions, troubleshooting, ticket requests please visit - [link]

2021-11-30, 13:47:51
Reply #5

Mark00us

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Thank you both so much for the help! Seams to be working very well when I plug the glossy map in (Image below)

I'm trying to build a simple library of good quality materials for future jobs so this info helps alot!