Author Topic: Corona Curvature Map playground!  (Read 21924 times)

2022-10-28, 11:05:47
Reply #45

brr

  • Active Users
  • **
  • Posts: 96
    • View Profile

2023-01-17, 17:58:59
Reply #46

Stefan-L

  • Active Users
  • **
  • Posts: 503
    • View Profile

2023-03-24, 14:10:46
Reply #47

brr

  • Active Users
  • **
  • Posts: 96
    • View Profile
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.

2023-03-25, 15:42:05
Reply #48

brr

  • Active Users
  • **
  • Posts: 96
    • View Profile
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

2023-04-18, 13:37:28
Reply #49

Jpjapers

  • Active Users
  • **
  • Posts: 1644
    • View Profile
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


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.

2023-05-12, 08:13:44
Reply #50

GeorgeK

  • Corona Team
  • Active Users
  • ****
  • Posts: 838
  • George
    • View Profile
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

Hi, we will see to it if some further improvements can be introduced. Please stay posted.

(Internal ID=1112977186)
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2024-03-01, 21:35:41
Reply #51

brr

  • Active Users
  • **
  • Posts: 96
    • View Profile
Hello Corona-Team,

Are there any potential plans for v12 to fix curvature-related issues?


Best regards

2024-03-08, 17:29:25
Reply #52

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12714
  • Marcin
    • View Profile
Depends what exactly you mean. :)
We have "ignore bump" option in the newest daily: https://forum.corona-renderer.com/index.php?topic=41598.0
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2024-03-09, 12:26:36
Reply #53

brr

  • Active Users
  • **
  • Posts: 96
    • View Profile
Depends what exactly you mean. :)
We have "ignore bump" option in the newest daily: https://forum.corona-renderer.com/index.php?topic=41598.0


Hello Maru,

The "Ignore bump" option is a must-have, for sure.
I am also referring to my post at https://forum.corona-renderer.com/index.php?topic=35473.msg222493#msg211123 , where we get not only the "real" edges of the objects, but also unwanted edges such as backside with a curvature map.

Hope you can fix this as well.

Yesterday at 15:13:28
Reply #54

maru

  • Corona Team
  • Active Users
  • ****
  • Posts: 12714
  • Marcin
    • View Profile
Sorry for the delay. This is still on the dev team todo, but no promises or specific dates at this time.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us