Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Bug Reporting => Topic started by: cecofuli on 2016-11-15, 14:14:45

Title: Anisotropy map bug?
Post by: cecofuli on 2016-11-15, 14:14:45
As we know, Anisotropic range is from -1 to +1

From 0 -> +1, usually, the anisotropic orientation is vertical and. from 0 -> -1, is horizontal.

So, in my opinion, black should be horizontal and white vertical. And, it's so.
But, from RGB [0,0,0] until RGB [64,64,64] nothing change!!! And, from [0,0,0] until [64,64,64] the anisotropy is perfectly horizontal O_O
Also, we have different noise quality in the preview at [64,64,64]

(http://www.francescolegrenzi.com/Temp/Corona/115_Anisotropy.jpg)
Title: Re: Anisotropy map bug?
Post by: maru on 2016-11-15, 15:19:19
Good point. I am not exactly sure how the colors are interpreted here, but you can also try using CoronaColor with pure white set, and then changing the "Output multiplier" value.
Title: Re: Anisotropy map bug?
Post by: cecofuli on 2016-11-15, 15:28:13
It's so:

(*) Black = -1  -> It's OK
(*) white = +1 -> It's OK
(*) Middle gray (3ds Max [128,128,128]) = 0 -> no anisotropy -> It's OK

But, the problem is between Black and 128.
Why  is [0,0,0] almost identical to [64,64,64]? It's.. it's strange...  Maybe some "gamma" problem somewhere...


Title: Re: Anisotropy map bug?
Post by: Ondra on 2016-11-15, 20:27:58
definitely a gamma issue, will investigate further.