Hi Haggi!
- Personally, I mostly use the Remap Value (for Alpha), Remap HSV (for RGB) and Gamma utility nodes. If you have to recreate from scratch you could build a custom color correction node specific to corona, but imho I think it's better to stick to maya's philosophy / nodes: that way, the renderer can play well with mel and python scripts floating around as it keeps the same input and output names, attributes, etc....
- Yeah the framebuffer I meant the highly experimental lol.. It crashed maya 2015 as soon as I was launching a render view
- I will read the docs and look around concerning the fresnel map, as I don't know how to use it right now. In 3ds Max, people use mostly the falloff map to control the amount of reflection at 0 and 90 degree with a curve. The idea is to have more control than a linear curve. In 3ds max it can be set to control other things than parallel / perpendicular reflections, but I believe that's the main usage.
http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-B3F75800-E884-467B-A4D1-C95702BFA15F-htm.htmlThe ability to control fresnel with a map is very cool it would be nice to be able to control the amount of fresnel with a curve (there are curves and ramps in many nodes in maya) - just an idea coming from 3ds max : )
- For the layered texture, yeah it would be totally awesome to have it if possible!!
edit: After reading the docs, I did not know corona maya already supported some utility nodes, I will use those already supported!