Author Topic: New Corona Physical Material (PBR) playground!  (Read 22790 times)

2021-03-26, 18:04:34
Reply #135

Duron

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I have installed the latest build today to check the new physical material and the first issue i came accross is this one with base bump affecting clearcoat.

Not only that the base bump is affecting the coat layer, even the bump isn't calculated like it should (see first two images below).

2021-03-29, 00:01:55
Reply #136

shortcirkuit

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nice flakes map - where might i find that online?
I have installed the latest build today to check the new physical material and the first issue i came accross is this one with base bump affecting clearcoat.

Not only that the base bump is affecting the coat layer, even the bump isn't calculated like it should (see first two images below).

2021-03-29, 17:06:21
Reply #137

GeorgeK

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I have installed the latest build today to check the new physical material and the first issue i came accross is this one with base bump affecting clearcoat.

Not only that the base bump is affecting the coat layer, even the bump isn't calculated like it should (see first two images below).

Thanks Duron, this seems to be an issue with blurred input values/maps. I am reporting this for further assessment.

(Report ID=CRMAX-392)

For solutions and troubleshooting please visit - [link]
Please submit your tickets here - [link]

2021-04-06, 08:45:48
Reply #138

cjwidd

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That would be your base roughness or base glossiness slot, but keep in mind that you have to invert the values of your glossiness map if you are using roughness.

Is this issue persistent in the Physical Material?

2021-04-06, 09:03:47
Reply #139

cjwidd

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I'm reluctant to ask, but how is the Physical Material being handled by external integration partners, e.g. Quixel, Allegorithmic, etc.? I suspect this question is outside the scope of this forum thread, but the direct and obvious implication the Physical Material has for external asset libraries is very extreme in terms of asset migration.

2021-04-06, 09:46:30
Reply #140

Juraj

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I'm reluctant to ask, but how is the Physical Material being handled by external integration partners, e.g. Quixel, Allegorithmic, etc.? I suspect this question is outside the scope of this forum thread, but the direct and obvious implication the Physical Material has for external asset libraries is very extreme in terms of asset migration.

Bump :- ) I already asked this elsewhere and Maru gave elusive answer ("Maybe we are already talking" or something like that).

Would be really good if this was supported by Quixel Megascans exporter early. The current exporter sucks but they should have less excused why their convertion is weird when the new Physical material is industry-standard PBR.
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2021-04-06, 11:21:34
Reply #141

cjwidd

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Is there already a global setting (e.g. system settings, dev / exp stuff) to toggle the default 'roughness mode' of the Physical Material so that the roughness / glossiness does not need to be enabled a la carte?

2021-04-06, 11:25:45
Reply #142

romullus

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+100 to the request above.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2021-04-06, 12:16:57
Reply #143

GeorgeK

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Hi everyone,

@Juraj, it is currently being taken care of. (elusively as always)

@cjwidd, @romullus, Already in the works as well :).
For solutions and troubleshooting please visit - [link]
Please submit your tickets here - [link]

2021-04-06, 12:55:54
Reply #144

Duron

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Ok from what i can tell you today is that the new PhysicalMtl is not made for carpaints and other painted metallic mixed surfaces with clearcoats.

I don't know if this is intentional, but uncontrollable things happen.
If you make a fresh new physicalMtl and change metallnes to metal and add a full red base colour 128.0.0 with roughness to 0.3, you can see that the red colour is changing to your light source by angle. Weird...
Now if you change the base colour to 64.0.0 you get a pinkish output which doesn't makes sense.

Im working with the phsyical material for few days now and it makes much fun. I really would like to use it as my standard mtl.

2021-04-06, 17:26:05
Reply #145

Duron

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One thing which was always a difficult approach for me was, light behind frosted glass.

In the attachement you can see an example of Roughness 0 to Roughness 0.01.
I quite not understand why a frosted glas can block soo much light. I understand that at some point like 0.4-0.6 you loose a lot but why already at 0.01? It seems like it clamps right above 0.

This behavior is also happening with the LegacyMtl. Can somebody maybe explain if this is intentional? Thank you.

2021-04-06, 20:15:36
Reply #146

GeorgeK

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Ok from what i can tell you today is that the new PhysicalMtl is not made for carpaints and other painted metallic mixed surfaces with clearcoats.

I don't know if this is intentional, but uncontrollable things happen.
If you make a fresh new physicalMtl and change metallnes to metal and add a full red base colour 128.0.0 with roughness to 0.3, you can see that the red colour is changing to your light source by angle. Weird...
Now if you change the base colour to 64.0.0 you get a pinkish output which doesn't makes sense.

Im working with the phsyical material for few days now and it makes much fun. I really would like to use it as my standard mtl.

Hi again, thanks for reporting those. This is highly likely unwanted we will be looking into it further.

For solutions and troubleshooting please visit - [link]
Please submit your tickets here - [link]

2021-04-06, 20:38:53
Reply #147

pokoy

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One thing which was always a difficult approach for me was, light behind frosted glass.

In the attachement you can see an example of Roughness 0 to Roughness 0.01.
I quite not understand why a frosted glas can block soo much light. I understand that at some point like 0.4-0.6 you loose a lot but why already at 0.01? It seems like it clamps right above 0.

This behavior is also happening with the LegacyMtl. Can somebody maybe explain if this is intentional? Thank you.
I guess it's switching rendering modes as soon as any roughness is introduced. Since there are two different algorithms used (layman here, no idea if true) there's no way to get a smooth transition. I fought many times against this effect when using mapped glossiness for very subtle effects and finally accepted that it isn't possible.

2021-04-06, 20:54:11
Reply #148

cjwidd

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Hi everyone,

@Juraj, it is currently being taken care of. (elusively as always)

@cjwidd, @romullus, Already in the works as well :).

Nice, thanks!

2021-04-07, 21:47:21
Reply #149

Duron

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Is the PhysicalMtl supports MultiTile Map for using UDIMS already?