Author Topic: Something seems wrong with this material  (Read 2359 times)

2021-01-08, 07:50:28

John.McWaters

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I have attached a Max file that has a material in it that seems to be misbehaving. I didn't include the image files, but I'm hoping the same effect occurs if you plug in any texture image into the Corona Bitmap component.

Anyway, I cannot seem to get the UVW Randomizer to work properly, and it's giving me a speckled appearance when I try it. I cannot figure out what I'm doing wrong.

2021-01-08, 12:36:19
Reply #1

GeorgeK

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I have attached a Max file that has a material in it that seems to be misbehaving. I didn't include the image files, but I'm hoping the same effect occurs if you plug in any texture image into the Corona Bitmap component.

Anyway, I cannot seem to get the UVW Randomizer to work properly, and it's giving me a speckled appearance when I try it. I cannot figure out what I'm doing wrong.

I am afraid I can't reproduce your issue can you please share a screenshot?

Thanks
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2021-01-08, 15:35:07
Reply #2

John.McWaters

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I have attached a Max file that has a material in it that seems to be misbehaving. I didn't include the image files, but I'm hoping the same effect occurs if you plug in any texture image into the Corona Bitmap component.

Anyway, I cannot seem to get the UVW Randomizer to work properly, and it's giving me a speckled appearance when I try it. I cannot figure out what I'm doing wrong.

I am afraid I can't reproduce your issue can you please share a screenshot?

Thanks

Thank you for looking into this. I've attached a few screen shots from 3dsMax that show the material in it's speckled appearance along with setting of the 1)Corona Bitmap 2)UVW Randomizer and 3)Corona Triplanar.

I've attached a 4th shot that shows when I swap the UVW Randomizer and Triplanar component, the map is no longer speckled, but I then have issues getting the UVW Randomizer to work. To be clear, in the latest rendetion of the UVW Randomizer, regardless of the bitmap being set to a real world scale or not, you still use ranges of 0 to 1 for UV and 0 to 360 for rotation, correct? I also included a version that uses a checker map to make it more clear that nothing is happening with the UVW Randomizer.
« Last Edit: 2021-01-08, 15:42:25 by John.McWaters »

2021-01-10, 02:00:54
Reply #3

John.McWaters

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2021-01-12, 12:39:41
Reply #4

GeorgeK

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Any help?

Apologies for the late reply, so this seems to be a bug with CoronaMix along with CoronaUVWRandomizer and Real-world scaling. I am reporting this to the development team for further assessment.

As a temporary solution, you can resort to using regular Mix, or simply bake the Coronamix result into a single texture bitmap and use it as CoronaUVWRandomizer input.

(Report id=CRMAX-172)
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2021-01-12, 17:46:54
Reply #5

John.McWaters

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Any help?

Apologies for the late reply, so this seems to be a bug with CoronaMix along with CoronaUVWRandomizer and Real-world scaling. I am reporting this to the development team for further assessment.

As a temporary solution, you can resort to using regular Mix, or simply bake the Coronamix result into a single texture bitmap and use it as CoronaUVWRandomizer input.

(Report id=CRMAX-172)

Thank you George, and no worries about the late reply. I'll continue on using the regular mix in this instance.

2021-01-18, 00:38:20
Reply #6

John.McWaters

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Any help?

Apologies for the late reply, so this seems to be a bug with CoronaMix along with CoronaUVWRandomizer and Real-world scaling. I am reporting this to the development team for further assessment.

As a temporary solution, you can resort to using regular Mix, or simply bake the Coronamix result into a single texture bitmap and use it as CoronaUVWRandomizer input.

(Report id=CRMAX-172)

Hi George,

A lot of times when I use a material from Quixel, I'll plug the displacement map into a gradient ramp in order to adjust the levels of the texture. However, with the latest version of Corona, it looks like this is also messing with the displacement map, similar to how the CoronaMix is messing with the texture as well.

In your previously reply, you pointed out that a work around could be to use the regular Mix map, but would I instead need to use the composite map in order to get the multiply blend between the textures?

Can you also explain how to bake a result into a single texture? Is that something that can be done within the slate editor?
« Last Edit: 2021-01-18, 00:48:24 by John.McWaters »

2021-01-18, 10:10:17
Reply #7

romullus

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A lot of times when I use a material from Quixel, I'll plug the displacement map into a gradient ramp in order to adjust the levels of the texture.

You should get perfect displacement from Quixel height maps out of the box without the need of any manipulation, as long as you load the textures with correct gamma and set correct min and max displacement level in Corona material, or displacement modifier.

Can you also explain how to bake a result into a single texture? Is that something that can be done within the slate editor?

You can bake any map in slate material editor by right clicking on it and choosing render map option. Be aware that it tends to crash in Corona sometimes, so make sure to save your scene before baking.
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