Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Corona Goodies - User Contributions => Topic started by: Siger on 2015-04-27, 03:02:50
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Beta version released. Quick presets test (used same glossiness value for all materials (exl. Chromium) only for testing purpose).
Tested with V-Ray 2.x.x, 3.x.x, Corona Renderer 1.x.x, Default Scanline
Based on OSL shader code by Vlado (Chaos Group): http://docs.chaosgroup.com/display/OSLShaders/Complex+Fresnel+shader#
Installation instructions included.
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thanks!
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I assume this is like Grant's method of adjusting the colormap graph, but instead you can insert the exact values for RGB based off the wavelength charts?
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Texmap calculate own fresnel for each wavelength. If you put texmap in the Corona material reflection color slot - don't forget disable material fresnel calculations (enter 999) :)
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Hi Regimantas, is it possible to add ability to save own presets or we have to go with map / material library route?
Didn't have much time to play with it, but i find results rather strange. But of course more tests is needed to draw some conclussions.
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Any chanche to have it for max 2012?
I'd like to play with.... since I've read the Viscorbel article...
tnx
Gaby
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So... how do I use this?
If I go to that website link I only get one value for n and k, I can't find anything that tell me the RGB parts,
also if I compare the presets values with the info in that website, they look different.
Any ideas?
Thanks.
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So... how do I use this?
If I go to that website link I only get one value for n and k, I can't find anything that tell me the RGB parts,
also if I compare the presets values with the info in that website, they look different.
Any ideas?
Thanks.
The RGB wavelength values are taken as the median of their ranges typically. If you look up red on wikipedia for example, its range is 620-740, so the 650 value used in the map is an approximation of its average. You would then find that number for each color, and input it into the wavelength box on the refractive index page.
For example (the copper values), inputting the R value of .65 gives you an n=.27105 and k=3.6092, hence the .271 and 3.609 in the map. Inputting the same RGB wavelength values under a different material from the index pull down will give you the corresponding n and k values for that material (ie: for aluminum, R value of .65, n=1.3424, k=7.4737, which aligns with the values on the fresnel map)
These are estimated numbers of course, not exact values.
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Another experiment ;)
I try to develop a Texmap plug-in which reproduces the effect of thin film interference on a surface.
It is based on code: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/thin-film-interference-for-computer-graphics-r2962
Plugin will be free and compatible with Corona Renderer.
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So... how do I use this?
If I go to that website link I only get one value for n and k, I can't find anything that tell me the RGB parts,
also if I compare the presets values with the info in that website, they look different.
Any ideas?
Thanks.
The RGB wavelength values are taken as the median of their ranges typically. If you look up red on wikipedia for example, its range is 620-740, so the 650 value used in the map is an approximation of its average. You would then find that number for each color, and input it into the wavelength box on the refractive index page.
For example (the copper values), inputting the R value of .65 gives you an n=.27105 and k=3.6092, hence the .271 and 3.609 in the map. Inputting the same RGB wavelength values under a different material from the index pull down will give you the corresponding n and k values for that material (ie: for aluminum, R value of .65, n=1.3424, k=7.4737, which aligns with the values on the fresnel map)
These are estimated numbers of course, not exact values.
Thank you for the explanation, now it make sense.
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Any chanche to have it for max 2012?
I'd like to play with.... since I've read the Viscorbel article...
tnx
Gaby
Unfortunately, lower than 2013 it isn't planned.
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Small ThinFilm texmap test.
Works perfectly for Corona Interactive - it is possible to experiment up to infinity... :D
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This looks so sexy. Can't wait to try it! Reminds me of the good old CoronaColorMapper times:
https://forum.corona-renderer.com/index.php/topic,577.msg4397.html#msg4397
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The thin film tests look good!
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Small ThinFilm texmap test.
Works perfectly for Corona Interactive - it is possible to experiment up to infinity... :D
Love it !
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Nice Regimantas!!
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Really nice things both of those!
Looking at 'em, they got me thinking- it could probably be possible to do some similar map for translucency fraction map and of how tremendously helpful that map could be, I mean some sort of similar falloff driven map which could have some presets for imitation some real world translucency values (I know those arent' there in reality, but...) for let's say some plastics, leaves, marbles and other semitransparent stones - those which can be relatively easily faked without the use of sss. Plus that map could have some fresnel driven map inputs on it's own to help imitate some of the more complex stuff, though not necessary cause one can possibly use it in the mix or coronaMix maps to make that, still it could be easier to use that way for sure. Of course some logic must be found for it to operate in the desired/predictable way + no small amount of testing might be needed too but in the end, something tells me, it could be really great )
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So... how do I use this?
If I go to that website link I only get one value for n and k, I can't find anything that tell me the RGB parts,
also if I compare the presets values with the info in that website, they look different.
Any ideas?
Thanks.
The RGB wavelength values are taken as the median of their ranges typically. If you look up red on wikipedia for example, its range is 620-740, so the 650 value used in the map is an approximation of its average. You would then find that number for each color, and input it into the wavelength box on the refractive index page.
For example (the copper values), inputting the R value of .65 gives you an n=.27105 and k=3.6092, hence the .271 and 3.609 in the map. Inputting the same RGB wavelength values under a different material from the index pull down will give you the corresponding n and k values for that material (ie: for aluminum, R value of .65, n=1.3424, k=7.4737, which aligns with the values on the fresnel map)
These are estimated numbers of course, not exact values.
Let me know if you want to improve this - there are some CSV values that allow you to convert between spectrum and cieRGB/XYZ/sRGB. Each of sRGB primaries actually corresponds to multiple spectral wavelengths
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Really nice. Only just got round to using this now. And thanks very much.
Would it be possible to only have just the n values also. I know we can manually type this in the the Fresnel IOR but with this plugin maybe there's a possibility to save these reusable values as a preset and for the complex metals that have different value in the RGB range which was suggested above somewhere.
So with this plugin you can save values for basic materials like polycarbonate with a Fresnel IOR (n value) of 1.5846 http://refractiveindex.info/?shelf=3d&book=plastics&page=pc (http://refractiveindex.info/?shelf=3d&book=plastics&page=pc) this can be saved without the need to refer back to a reference.
Would be really handy to have a seperate area for basic materials and n values along with what's there. So we could plug it into the Fresnel IOR map for the simple mat types also. Just a wee suggestion.
Again, thanks for the freebee :)
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+1 for presets especially for repeatetive task... i dont know how plugins works.. but you can add "saveinisettings" and "getinisettings" in the code for user to load save some values...
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+1 for presets especially for repeatetive task... i dont know how plugins works.. but you can add "saveinisettings" and "getinisettings" in the code for user to load save some values...
At this stage I don't think of the user presets. Perhaps in the future... It's not a maxscript - c++. Implementation is possible, but it not an easy way as with maxscript. But it is possible - read/write values from/to text/xml file or whatever.
About single n value - it exactly isn't :) This texmap is not for this purpose.
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great job siger
here are some test i did with the copper preset and using the glossy falloff curve viscorbel talks about.
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ComplexFresnel texmap plugin for 3ds Max version 1.0.0 available for download (Free!).
http://www.sigerstudio.eu/shop/3ds-max/sigertexmap-complexfresnel/
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cool!!!... and with "presets"...
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Thank you for both of these map types...they're very very cool.
Mmmm, subtle.
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ComplexFresnel texmap plugin updated to v.1.0.1
Fixed Thread Safety issues. I recommend to re-download updated version for production use.
http://www.sigerstudio.eu/shop/3ds-max/sigertexmap-complexfresnel/
Now texmap can be used and as simple Fresnel map. Enter 0.0 values for k parameter. When n parameter values will be different - you get a colored Fresnel curve :) For metals it's physically incorrect, use both params (n and k).
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ComplexFresnel plugin updated (v.1.0.2 - minor bug fixes).
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ComplexFresnel plugin updated (v.1.0.3 - added standard Output dialog).
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some issues with this plugin, if you open a scene created with an earlier 1.03 version it renders wrong or if you pick the map inside the material (complex fresnel) 3dsmax crashes, and if you open an scene created with 1.03(new version) on an pc that have an earlier version of the plugin installed, it crashes to, here is a pic with the error result with the new version of the plugin.
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Hi,
yes, early versions not compatible with newer version: added Output dialog - changed paramblock. ThinFilm plugin have the same issues.
Problem can be solved by paramblock version checking, but I can solve it only when return to home. Currently I'm on leave...
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Hopefully you mean "on holiday"...
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Hopefully you mean "on holiday"...
Yes :D
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Currently I'm work on new CMPPmax update. I think about remade all metal materials with my ComplexFresnel plugin.
What your opinion? Whether it is worth doing it? In principle, materials will be more physically correct...
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I am quit happy with the current presets.
Mostly if people on different forums talk about making materials better on you comapre those results with there previous results, you hardly see any noticeable changes.
If I were you and you see clearly the changes, I would make use of your plugin.
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I think it helps make your product more unique if you're including a map you made with the materials. Anytime I use your mats I replace the falloff with the fresnel map, so having it done for me already would be nice too.
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Updated free plugins: ComplexFresnel and ThinFilm to v.1.0.4:
* Fixed references issues.
Many thanks to Ondra Karlík (Corona Renderer team) which found a silent bug and helped to remove it.
Version compatible with previous (1.0.3).
http://www.sigerstudio.eu/shop/plugins-free/sigertexmap-complexfresnel/
http://www.sigerstudio.eu/shop/plugins-free/sigertexmap-thinfilm/
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Trying to get the tin Fresnel values to work but came up against a limit on the the µm. For tin it's (0.73 – 12) which is out of range for the map.
In say an advanced custom mode could the user add in their own µm and relate it to the value of n and k.
Tin: http://refractiveindex.info/?shelf=main&book=Sn&page=Golovashkin-293 (http://refractiveindex.info/?shelf=main&book=Sn&page=Golovashkin-293)
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Thank you for the plug-in, ask how soap bubbles materials tone, you can tell me, thank you.
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Important ComplexFresnel update - fixed and optimized performance (up to 50%).
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I have to say many many thanks for these maps and for making them available for free, they're all really useful.
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Has this been recompiled for Max 2017?
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https://www.sigershop.eu/free-3ds-max-plugins/sigertexmaps-complexfresnel/
25.04.2016 – v1.0.5
* Added support for 3ds Max 2017.
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Updated plugins:
ComplexFresnel
ThinFilm
SigerNoise
SigerScratches
-- Added support for 3ds Max 2018
https://www.sigershop.eu/free-3ds-max-plugins/ (https://www.sigershop.eu/free-3ds-max-plugins/)
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Many thanks for the quick update to 2018!
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ComplexFresnel plugin updated to v.1.0.8
- Added support for 3ds Max 2019.
Compatible with Max 2017 - 2019
For Max 2013 - 2016 use v.1.0.7
https://www.sigerstudio.eu/sigertexmaps-complexfresnel/
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Again, thanks for the quick recompile!
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Updated free plugins SigerNoise (ProSimplex and ProVoronoi), SigerScratches to version 1.0.5
* Added compatibility with 3ds Max 2019
https://www.sigerstudio.eu/sigertexmaps-sigernoise/
https://www.sigerstudio.eu/sigertexmaps-sigerscratches/
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Updated free plugin ComplexFresnel
* Added compatibility with 3ds Max 2020
https://www.sigerstudio.eu/sigertexmaps-complexfresnel/ (https://www.sigerstudio.eu/sigertexmaps-complexfresnel/)
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Updated free plugins: SigerNoise, ThinFilm, SigerScratches and ComplexFresnel.
* Added compatibility with 3ds Max 2022
https://www.sigerstudio.eu/category/plugins-free/plugins-free-3dsmax/ (https://www.sigerstudio.eu/category/plugins-free/plugins-free-3dsmax/)
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Thank you for not forgetting to recompile the plugins. Neil Blevins already gave up on his crusade, so it's nice to see that someone still cares about 3ds Max's community.
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I really think so. I appreciate it.
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Updated free plugins: SigerNoise, ThinFilm, SigerScratches and ComplexFresnel.
* Added compatibility with 3ds Max 2023
https://www.sigerstudio.eu/category/plugins-free/plugins-free-3dsmax/ (https://www.sigerstudio.eu/category/plugins-free/plugins-free-3dsmax/)