Hello, I'm triyng to understand the correct behaviour of Corona Materials and I need some clarifications about the reflect/glossiness map.
I come from a vray "way of thinking"
In the helpdesk I read as "commons users errors" :
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Using texture maps in Fresnel IOR instead of Reflection Color slot
To vary the reflectivity of a material, you should place a texture map in its Reflection > Color slot. If you are using IOR textures, they need to directly output IOR values (1-999), not black-white (0-1). This can be achieved for example with output node or CoronaColor map.
Placing falloff map in material's Reflection Color slot instead of using Fresnel IOR
While using the falloff map may be a correct way of creating customized reflectivity curves, for simple materials it is recommended to use the Reflection > Fresnel IOR value as Corona internally uses more advanced Fresnel model which is required for its advanced shading models.
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In vray I was used to put a B/W map in the reflect glossiness, and another map in the reflect color slot.
Sometimes I was using a fallof map in the reflect color slot... why it's not "reccomended" ?
If I wanted to use a custom fallof curve ( with custom IOR) , what slot should I use? In this case I should put ior to 999 to disable it, right?
If I want to use the Viscorbel method , with a fallof map to simulate the glossiness that goes from sharp to blurry... (here is the link
http://viscorbel.com/vray-materials-part-2-reflection/) .. I should put the map into an output map?
If I understand well, the glossiness and the IOR work better with a full color map and not only B/W ?
forgive me probably it's a dumb question, but reading the helpdesk has confused me a bit, but perhaps I've understand why sometimes I was having too much noise in the render...
thanks in advance
Gaby