Thank you!
RC7- now the shader tree looks much simpler and reasonable. No more unnecessary Mix maps - that's good :)! (Converter7_vray-corona_mat-structure_RC7.jpg) and rendered result is visually the same as it was with RC5 and close to original look of the shaders (Converter7_vray_original-converted_mat-RC5-7.jpg)
This time material structure is much cleaner for further work with it which is great, now I understand how almost all maps were converted in order to use all aspects of Vray 2sided material within single Corona Physical material using FrontBack maps (Converter7_vray-corona_mat-structure_RC7-1.jpg), but:
1. could you explain, please, the meaning of use maps in Vol. adsorption and Vol. scattering of leaf material and why the map which was used in Vray material to map translucency (Map #11) is used here, not in translucency slot of Corona Physical material (Converter7_vray-corona_mat-structure_RC7-3.jpg)?
2. Why IOR parameter of the trunk material is mapped with some Mix map? Is it the way to imitate mapped reflection parameter of Vray material (Converter7_vray-corona_mat-structure_RC7-4.jpg)? And would be interesting to know about the usage of CoronaColor map with applied Solid HDR color higher than 1 in IOR mapping, like IoR map from this example has.
Also would be interesting to hear what do you think about the way of conversion of Vray 2 sided material which I used in my experience. I used two Corona materials plugged in to Corona Layer material with Corona FrontBack map used as mask. Here is a very quick example of this kind of conversion (Converter7_converted_mat_RC7-layerd_2sided_mat_strc.jpg). Material structure is pretty simple, render results you can see also here (Converter7_vray_original-converted_mat-RC7-layered_mat.jpg and Converter7_converted_mat_RC7-layerd_2sided_mat.jpg)
Hello Bormax!
Answer to question 1:
The same phenomenon which is defined by Translucency Fraction parameter in CoronaPhysicalMtl is defined by Translucency color in VRay2SidedMtl (not by VRayMtls' parameters connected to the VRay2SidedMtl).
The Map #11 is not used in Translucency color slot of CoronaPhysicalMtl, because VRay2SidedMtl automatically uses base color of the opposite side as a translucency color (that's why we pick Map #10 and Map #16).
CoronaPhysicalMtl ignores both Volumetric Absorption and Volumetric Scattering parameters when its Thin-shell parameter is enabled, but Corona Converter always propagates all maps from the original material, even when they do not contribute to look of the converted material. If VRayMtl uses some other Translucency modes - e.g. SSS, we plug the corresponding maps to these slots so we decided to do the same in this case to be consistent.
Answer to question 2:
Because the original VRayMtl uses reflection amount parameter / reflection amount map, however this parameter is not physically plausible (that's why it's not present in CoronaPhysicalMtl). Since the only CoronaPhysicalMtl's parameter which may affect its reflectivity is IoR (if the material is not metal), we try to create a new IoR value by decreasing the original material's IoR using the reflection amount parameter / reflection amount map in order to preserve look of the original material. However note that this is a "hack" created to preserve look of the original materials. Alternative (more strict) method would be to ignore / drop such parameters / maps, but this could lead to many look-breaking changes during the conversion.
Answer to question 3:
To be honest I have never tried this before, but it looks like a good idea :) May I ask you whether the results look identical? And which approach leads to better render times?