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Corona watches

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Dom74:
My second render, with the same model, but some materials and lights adjustments.
( aluminium look better now ;).
I really appreciate Corona more and more.

Ludvik Koutny:
If you want to have contrasty and deep metal materials, then always be sure to use very low diffuse (gray RGB 4-12) Also, never use reflection level at 1, maybe except mirrors, but raise Fresnel IOR instead ;)

Dom74:
Thanks, that's right, I use IOR 20 for metal, seems to be OK, but I have some problems with glass material, I use solid geometry, but a lot of light is "catched" by the glass, so all geometry behind glass are dark.
I have tried two sided material on 1 face glass objet, but some stranges shadows appears in render.

maru:
In this case I think it's best to use very thin (not single faced) geometry with 1-sided glass material.

In my opinion: leather is too shiny and too bumpy and metal is too smooth and too reflective.

Ondra:

--- Quote from: dom74 on 2012-11-06, 13:53:54 ---Thanks, that's right, I use IOR 20 for metal, seems to be OK, but I have some problems with glass material, I use solid geometry, but a lot of light is "catched" by the glass, so all geometry behind glass are dark.
I have tried two sided material on 1 face glass objet, but some stranges shadows appears in render.

--- End quote ---
try 1-sided geometry with thin (twosided) glass. If there are any artifacts, post them here, maybe it's a bug.

When using solid glass, you get SDS configuration (specular diffuse specular). If you combine that with small light sources/HDRI with bright spots, you cannot render that correctly with any commonly used algorithm. There is however progressive photon mapping in daily versions of corona, which could work

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