Author Topic: Roughness maps  (Read 60671 times)

2016-04-14, 19:27:13
Reply #30

guest_guest

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is any simpler way to get this? like as an output node with tweaked curve or something like this?
This is how you recreate the LUT with an Output map :)



Woooow ... ;)

2016-04-16, 16:20:00
Reply #31

Torsten

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Just a question about your nice examples. Do you use also displacement? I can't see it in the material itself, so do you apply it on the object? Or is the nice displacement that can be seen just the result of the normal mapping in bump?

2016-04-16, 19:13:57
Reply #32

dubcat

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I used "CoronaDisplacementMod" on  the mesh



The displacement map is not a proper 32 bit map, so you have to play around with the strength.
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2016-04-19, 21:09:01
Reply #33

Avan

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Is there any differences between map inside material or corona dispacement mod modifier? (speed, use scenarios)

2016-04-20, 12:24:46
Reply #34

maru

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Is there any differences between map inside material or corona dispacement mod modifier? (speed, use scenarios)
None.

The difference is obvious - you can use material displacement per-material, and modifier displacement per-object. So you can for example put one material on different objects, and then assign the modifier to have different kinds of displacement od different objects, despite the same material assigned to all.
You can also do it using the multi map. :)
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2016-04-22, 09:34:56
Reply #35

Avan

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Thank you, Maru!

2016-06-18, 20:08:14
Reply #36

brr

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Hello everyone !
Sorry for the stupid question , (I'm new here and also newbie in corona) , just wanted to test all this and done the same as dubcat posted , but.... until the reflection level is 0.0 , there are no visible difference in render with/without GGX fix and IOR fix .
  Only when i make reflection level 0.1+ some changes happens .
  How strong should be reflection level ?

Please , see shader settings attached .

(I use corona 1.4, corona Sun and HDRI - 1.0 mult. )
« Last Edit: 2016-06-18, 20:17:11 by brr »

2016-06-19, 09:11:34
Reply #37

dubcat

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Reflection Level should be 1
If I remember correctly, these glossiness maps should be loaded with gamma 1.0, give it a try.
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2016-06-19, 14:27:49
Reply #38

brr

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Thanks, dubcat ! 
 I did it as you wrote , but I have also noticed that the stones have an wet-look.
 When I add glosiness map into reflection slot, then it' looks more realistic. Is it correct ?

Thanks to your reply
Test renderings and shader images are also attached :




2016-06-19, 15:35:49
Reply #39

dubcat

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I guess that's just how he made his roughness map, here is a picture from his demo gallery.



If you want the material to be more rough, darken the glossiness map. My IOR LUT will reduce the IOR based on your glossiness map, like unreal,renderman,vray etc does.
Reflection level should be left at 1.0
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2016-07-09, 09:42:32
Reply #40

Fiorentin

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Thanks, dubcat ! 
 I did it as you wrote , but I have also noticed that the stones have an wet-look.
 When I add glosiness map into reflection slot, then it' looks more realistic. Is it correct ?

Thanks to your reply
Test renderings and shader images are also attached :

Brr, do you mind sharing the settings of the plane you have the displacement texture on. I'm interested in if you also use the corona displacement mod and how tight your polygons are. Your renders look amazing!