Chaos Corona for 3ds Max > [Max] Daily Builds

Corona Curvature Map playground!

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brr:

--- Quote from: Dionysios.TS on 2022-10-27, 13:14:24 ---
--- Quote from: philipbonum on 2022-10-27, 13:12:53 ---
--- Quote from: arqrenderz on 2022-10-25, 21:17:48 ---
--- Quote from: v.p.vlasenko on 2022-10-25, 18:37:17 ---
--- Quote from: marchik on 2022-02-08, 00:17:28 ---guys, but still, how about ignoring bump maps? V-Ray has this option

I'm sure this option will be very useful for creating more complex masks.



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Stefan-L:
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brr:
Hello devs and users,

Another important aspect why we definitely need this "ignoring bumps/normals" option is that if I render an object with curvature effects and then want to bake it, usually I need to tweak the strength of the bump/normal maps a little bit to make them look closer to the classic rendering. However, if I change the normal map/bump map strength, I get a completely different distribution, which causes a completely different look. In situations where I have some textures plugged to curvature and powering this effect by output map to get nice paint damages, it is most noticeable.

I hope you will fix this.

Best regards.

brr:
Hello again,

I apologize if my second post in the same thread is considered flooding. I wanted to divide the issues into separate posts.

In this post, I want to discuss the missing flexibility of CoronaCurvature. It seems that its usage is currently limited.

For example, in my current project, I need to define convex edges and use them as a mask to generate metal damages and rusty effects.
However, when I apply CoronaCurvature, objects with edges near the front face and within the ray directionality radius start to display backedges on the front faces, causing issues.

This behavior is also observed in the official Corona tutorial, as can be seen here:
https://youtu.be/F95JyIaP5kQ?t=56
Jake presented a cabinet, and when he increased the maximum distance, inner edges began to pop up on the front faces.

Negative values in the "color spread" field do not solve the issue because we lose many convex edges.

It is also interesting to note that when I attach my geometry parts together, CoronaCurvature generates completely different results.

Please take a look at my attachments:

00.The official tutorial has issues too.jpg - screenshot from Jake's tutorial with the same issue.
01.Curvature-only.jpg - CoronaCurvature "sees" the edges that are behind.
03.Curvature-with-texture-plugged.jpg - the same situation with a texture plugged in.

I have also attached my test scene.

Currently, I have not found any way to solve this behavior.
Maybe someone has had the same situation and can recommend some workarounds?

Best regards

Jpjapers:

--- Quote from: brr on 2023-03-25, 15:42:05 ---Hello again,

I apologize if my second post in the same thread is considered flooding. I wanted to divide the issues into separate posts.

In this post, I want to discuss the missing flexibility of CoronaCurvature. It seems that its usage is currently limited.

For example, in my current project, I need to define convex edges and use them as a mask to generate metal damages and rusty effects.
However, when I apply CoronaCurvature, objects with edges near the front face and within the ray directionality radius start to display backedges on the front faces, causing issues.

This behavior is also observed in the official Corona tutorial, as can be seen here:
https://youtu.be/F95JyIaP5kQ?t=56
Jake presented a cabinet, and when he increased the maximum distance, inner edges began to pop up on the front faces.

Negative values in the "color spread" field do not solve the issue because we lose many convex edges.

It is also interesting to note that when I attach my geometry parts together, CoronaCurvature generates completely different results.

Please take a look at my attachments:

00.The official tutorial has issues too.jpg - screenshot from Jake's tutorial with the same issue.
01.Curvature-only.jpg - CoronaCurvature "sees" the edges that are behind.
03.Curvature-with-texture-plugged.jpg - the same situation with a texture plugged in.

I have also attached my test scene.

Currently, I have not found any way to solve this behavior.
Maybe someone has had the same situation and can recommend some workarounds?

Best regards

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Just some quick thoughts on what could maybe provide a temporary fix.

Can this not be resolved by reducing your Max Distance and increasing your colour spread? If the max distance is larger than the gap between sides then i would assume it could have an effect like this.

Theres also the max data channel modifier that can do curvature maps in conjunction with a vertex color map as an alternative to corona. I find that its much slower to work with but could provide a solution to your specific problem.

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