Author Topic: Corona Curvature map not behaving like I would expect  (Read 784 times)

2022-12-05, 15:44:16

John.McWaters

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It's been my understanding that Corona Curvature map can be used like the AO map, but it looks directly at the mesh curvature instead of emitting beams from the mesh and seeing when they intersect it.

So I'm trying to make some steel darker at the concave portions of this object, and I have the curvature map plugged into my material with a red color plugged into the Concave Color input. The max distance is set to 1/8" and the other settings are default. I can see the steel being red right up to the point when the actual curvature begins, then it appears to become lighter at the portion that begins to curve. Is there a way to make it shaded consistently at the curve? The editable poly has no borders, so I don't think it's an issue with the geometry.


2022-12-05, 15:59:43
Reply #1

TomG

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Following this tutorial doesn't help?
Tom Grimes | chaos-corona.com
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2022-12-05, 16:41:43
Reply #2

dj_buckley

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It's been my understanding that Corona Curvature map can be used like the AO map, but it looks directly at the mesh curvature instead of emitting beams from the mesh and seeing when they intersect it.

So I'm trying to make some steel darker at the concave portions of this object, and I have the curvature map plugged into my material with a red color plugged into the Concave Color input. The max distance is set to 1/8" and the other settings are default. I can see the steel being red right up to the point when the actual curvature begins, then it appears to become lighter at the portion that begins to curve. Is there a way to make it shaded consistently at the curve? The editable poly has no borders, so I don't think it's an issue with the geometry.

Is the model an import or something you've modelled?

2022-12-05, 18:25:03
Reply #3

John.McWaters

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It's been my understanding that Corona Curvature map can be used like the AO map, but it looks directly at the mesh curvature instead of emitting beams from the mesh and seeing when they intersect it.

So I'm trying to make some steel darker at the concave portions of this object, and I have the curvature map plugged into my material with a red color plugged into the Concave Color input. The max distance is set to 1/8" and the other settings are default. I can see the steel being red right up to the point when the actual curvature begins, then it appears to become lighter at the portion that begins to curve. Is there a way to make it shaded consistently at the curve? The editable poly has no borders, so I don't think it's an issue with the geometry.

Is the model an import or something you've modelled?

It's something I modeled. However, I modeled it in Rhino and imported it into 3dsMax and cleaned up the geometry.

I get a smoother result using AO without the break in shading. The top image is AO and bottom is Curvature
« Last Edit: 2022-12-05, 18:31:08 by John.McWaters »

2022-12-05, 19:22:56
Reply #4

TomG

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It could be something to do with surface normals (imported items can sometimes be "strange" when it comes to that). You could always have a look via the Normals render elements.

All that said, there is no right and wrong here and if AO is doing what you need, do feel free to use AO :)
Tom Grimes | chaos-corona.com
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2022-12-12, 15:34:41
Reply #5

Avi

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Hi,

Can you send me the file so I can take a look?

Meanwhile, I would also recommend you to go through this article maybe this can help you : https://docs.chaos.com/display/CRMAX/Corona+Curvature+Map
Arpit Pandey | chaos-corona.com
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