Author Topic: Legacy Material does not render in Corona 8?  (Read 1417 times)

2022-06-01, 22:37:10

Mac3DX

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Hey guys,
Experimenting with some materials from library but it seems not to work very well. Also tried to convert it to physical and again no success.
How should we deal with them?


2022-06-02, 05:00:56
Reply #1

TomG

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It should render just the same without conversion, since the Legacy Material is still there and hasn't changed (if you convert it to the Physical Material, well that may or may not work :) ). Looking at this render, there's nothing bright for it to reflect to see if it has maintained the same shininess, may want to change the HDRI or throw in a light to see how it reacts.
Tom Grimes | chaos-corona.com
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2022-06-02, 05:21:16
Reply #2

Mac3DX

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There is something weird going on. We have plenty of light to catch the reflections. I can set a new material so you can see.

That's what I'm trying to show you, we are not getting the same results as we've got on preview in the library.


2022-06-02, 10:33:25
Reply #3

davetwo

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just tested on my end - no  problems directly copying the material directly from the material library (see screengrab). Running V8.

Have you perhaps swapped the roughness/glossyness defaults?


2022-06-02, 12:46:48
Reply #4

Beanzvision

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No issues here either, perhaps sending us a test scene might help?
Bengamin Jerrems l chaos-corona.com
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2022-06-02, 16:44:52
Reply #5

Mac3DX

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Hi guys, please take a look at the file. Replace the HRD with another one.
I really appreciate your help.

2022-06-02, 17:09:15
Reply #6

davetwo

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The problem is your model - it has inverted normals. Flip them the right way round and the problem disappears.

2022-06-02, 17:51:34
Reply #7

Mac3DX

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God damn it, didn't realize it, and for some reason it was working with the white material which made me blind for it.

Thank you so much.

Ricardo

2022-06-02, 19:57:06
Reply #8

davetwo

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It was a fair query.... while it was not correct for the normals to be this way... I still would not expect it to have effected the glossiness of the material. If any devs have an explanation I'd be interested to hear how this works.