Corona Renderer for Cinema 4D > [C4D] I need help!

Material below water make edges wet?

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ShynnSup:
Hi everyone,

I am looking to make some water puddles and I noticed the result I was getting was too unrealistic, mainly because I needed to add more detail.

I noticed Mixer does a really nice job of automatically adding details to water layers: Notice how the edges that are immediately above the water plane receive a different glossiness value? As if they were wet.
This is controlled by the 'Radius' parameter inside Mixer.

Low Radius:


Higher Radius:


How could I replicate this effect inside Corona?

My current result:




Thanks for any insight!

aler:
I used to try it, too (here in the example of Corona 6 and Legacy Material with Gloss).
In the first snapshot in Glossiness there is no map, therefore there is no result. The above shows the Opacity map.
In the second snapshot I used an Opacity map to create roughness and using Colorizer experimentally selected the gloss level for the edges of the puddle.

davetwo:
The Corona Distance shader can control a layered material by proximity to the 'puddles'. So you can combine the wet and dry versions of the material like that.
(See attached where the red materail is added by proximity to the floor disc)

ShynnSup:

--- Quote from: davetwo on 2021-12-03, 08:51:48 ---The Corona Distance shader can control a layered material by proximity to the 'puddles'. So you can combine the wet and dry versions of the material like that.
(See attached where the red materail is added by proximity to the floor disc)

--- End quote ---

Cool!

Could you show how to apply this logic to the puddles? I mean, I have a displaced plane which generates the puddles, and then a plane for the water. This one is planar.

Do I need to manually position spheres or objects at the center of my puddles to make the Distance shader work? Could there be a more parametric approach maybe?

davetwo:
No spheres needed! The parameter is driven by whatever you want. In your case the water plane.

Just open the distance shader and drag the geommetry into the field.

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