Author Topic: Phoenix FD Foam and Splashes playground!  (Read 28550 times)

2020-05-07, 14:16:29
Reply #30

maru

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One more thing..the height parameter in the Phoenix Ocean Map seems to be ignored by Corona displacement? even setting it to 0 makes no changes? Is this a know issues that I missed or am I being doing something wrong?

Are you feeding your Ocean texture through the 3ds Max Vector Displacement map? I believe this is the only way to make it work correctly.
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2020-05-07, 14:42:02
Reply #31

Flavius

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One more thing..the height parameter in the Phoenix Ocean Map seems to be ignored by Corona displacement? even setting it to 0 makes no changes? Is this a know issues that I missed or am I being doing something wrong?

Are you feeding your Ocean texture through the 3ds Max Vector Displacement map? I believe this is the only way to make it work correctly.

Jesus bested Christ what a  banana head i am sometimes haha...I actually knew this some time ago, then by some weird reason I stopped using the vector disp map and I forgot about it completely. Thanks man!

2020-05-07, 14:54:40
Reply #32

maru

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Happens to the best of us! :)
Please also check out my other post about foam masks (this: https://forum.corona-renderer.com/index.php?topic=28883.msg169893#msg169893)
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2020-05-08, 09:58:56
Reply #33

Flavius

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Happens to the best of us! :)
Please also check out my other post about foam masks (this: https://forum.corona-renderer.com/index.php?topic=28883.msg169893#msg169893)

Setting the mask as you said indeed fixes the problem!

I know i am pushing it but the dream would be to have the particles as separate layer completely. Like Bloom and Glare..you have the beauty pass with no Bloom and Glare and then a separate element with Bloom and one can composite those easily in post. If the particles are "burned" in the beauty pass a lot of flexibility is lost. (For instance, I can easily erase particles I don't want in post production with masks etc) but I realise probably it is not easy to implement.
« Last Edit: 2020-05-08, 11:09:34 by Flavius »

2020-05-11, 12:05:25
Reply #34

peterguthrie

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I didnt realise we were supposed to be using a vector displacement map with phoenix!

quick question though, where would one place vector displacement nodes if mixing multiple phoenixocean textures with coronamix?

2020-05-11, 17:37:01
Reply #35

maru

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@Peter - Looks like only plugging the Ocean maps into a CoronaMix and then plugging this into Vector Displacement works, but I think vector displacement should be blended in some other way (like normal maps). So maybe you would have to split it into separate RGB channels and then mix them somehow?
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2020-05-11, 17:42:28
Reply #36

maru

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Update: ok, it seems to work fine provided that you uncheck "Perform mixing in sRGB" in the Corona Mix map!

Marcin Miodek | chaos-corona.com
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2020-05-12, 00:35:09
Reply #37

peterguthrie

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thanks Maru, will check my scene tomorrow to see if i can fix it.

2020-05-12, 09:46:03
Reply #38

Flavius

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Hi,

From the Phoenix Fd Forums: the way they blend the ocean map is as Maru said, to break it into RGB. I have attached here a screenshot. But if it works unchecking "mixing in sRGB" would be awesome. Will try it soon.

2020-05-12, 11:53:21
Reply #39

maru

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Uhh... I tried doing something similar and ended up with identical result as with just using Corona Mix. But it would be great if someone could do further tests.
Marcin Miodek | chaos-corona.com
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2020-05-12, 12:06:54
Reply #40

Flavius

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Uhh... I tried doing something similar and ended up with identical result as with just using Corona Mix. But it would be great if someone could do further tests.

This is great news for me, because all those nodes to break up the RGB is way too much for something which shouldn't be complicated.

2020-05-12, 13:06:37
Reply #41

maru

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I am just not sure if slapping one vector map on top of each other is the correct way (e.g. if you want to add them), just like with normal maps:
https://blog.selfshadow.com/publications/blending-in-detail/
https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-maps
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2020-05-12, 14:28:51
Reply #42

romullus

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I am just not sure if slapping one vector map on top of each other is the correct way (e.g. if you want to add them), just like with normal maps:
https://blog.selfshadow.com/publications/blending-in-detail/
https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-maps

Sorry for offtopic, but could be this (advanced normal map combining methods) implemented in Corona layered material? It looks like all game engines are doing this at more or less sophisticated level and only off-line renderers are stuck with decades old primitive methods.
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2020-05-12, 15:14:04
Reply #43

maru

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I am just not sure if slapping one vector map on top of each other is the correct way (e.g. if you want to add them), just like with normal maps:
https://blog.selfshadow.com/publications/blending-in-detail/
https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-maps

Sorry for offtopic, but could be this (advanced normal map combining methods) implemented in Corona layered material? It looks like all game engines are doing this at more or less sophisticated level and only off-line renderers are stuck with decades old primitive methods.

Sure, I will report it.

I also realized that vector displacement does not generate autobump :O
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2020-05-12, 15:19:24
Reply #44

romullus

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Thanks!

I also realized that vector displacement does not generate autobump :O

Maybe that's for the better? I can imagine how it can easily lead to unpredictable results.
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