Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: zules on 2018-03-26, 11:25:23
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Hi !
I'm trying to re create this shader, made into Maya...
I'm working with 3DSMAX & Corona, and can't get the same result, just the step 2....
Any idea to get the 3 last steps working ? With Max procedural maps of course ;)
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Looks like the only thing needed here is the noise map.
All the rest also seems perfectly possible to do in Corona + 3ds Max.
They used the displacement noise map to drive reflectivity (so that the small sparkles appear). You can do the same thing using a layered mtl (another layer of reflective material, then masked with the noise map) or by just mapping the reflection glossiness.
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can you post your result and also a screenshot of your material set up in slatemode?
thx
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Ludvik made a pretty nice one here some time ago: https://forum.corona-renderer.com/index.php?topic=9691.0 (https://forum.corona-renderer.com/index.php?topic=9691.0)
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can you post your result and also a screenshot of your material set up in slatemode?
thx
hey guys !
Actually, just a simple noise map in displacement slot, and some volumetric scattering.
It does the job pretty good, even in long distance. It uses 16 Gb of RAM in 4K x 3K rendering.
I will lokk tho nico's link, it looks badass ! :)
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sorry, a little bit off-topic. Maru, do you have a plan to add snow material and some of related mtls (sand) to Corona Material Library?
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Ludvik made a pretty nice one here some time ago: https://forum.corona-renderer.com/index.php?topic=9691.0 (https://forum.corona-renderer.com/index.php?topic=9691.0)
Ok great for this shader, except I want to do it full procedural with max or Bercon maps...
Main problem is to get an efficient very fine noise map. I also tried with Speckle one, but it doesnt work.
When Main large noise (my example) is mixed with a tiny one, it take over the large one even when playing with the High and Low parameters...
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The skin shader seems to be a really good choice for this as it comes closest to the Arnold standard shader. Multiple spec channels and direct control of color lengths.
edd: did a quick test. Some things still have to be adjusted. However, it's much simpler than layering either inside the channels or using the layer shader, + the three scattering options are pretty good to define the low and high-frequency noises. It's easier to change the look, from icy or powdery to wet while maintaining details that might change too drastically with only one scatter channel.
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sorry, a little bit off-topic. Maru, do you have a plan to add snow material and some of related mtls (sand) to Corona Material Library?
I remember there was a plan for the snow material, not sure about sand, but it is a good idea.
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The skin shader seems to be a really good choice for this as it comes closest to the Arnold standard shader. Multiple spec channels and direct control of color lengths.
edd: did a quick test. Some things still have to be adjusted. However, it's much simpler than layering either inside the channels or using the layer shader, + the three scattering options are pretty good to define the low and high-frequency noises. It's easier to change the look, from icy or powdery to wet while maintaining details that might change too drastically with only one scatter channel.
Hi ! Can you share it plz ? :)