Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] Daily Builds => Topic started by: Aram Avetisyan on 2023-05-12, 14:27:29
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Corona Decal can now affect specific material channels and their combinations, which can be toggled in the UI.
Additionally, Bump and Displacement have option to be added to the base layer!
Give it a go with the latest daily build (https://forum.corona-renderer.com/index.php?topic=38385.msg212584#msg212584) and share your results here!
(https://s12.gifyu.com/images/Animation_DecanChannels_GIF.gif)
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Beautiful feature!
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Looking forward to what folks create with this. Quick test image, no changes to either decal or base material, simply changing the enabled channels.
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I hope we will see some other use case for this feature, or we will need to rename Corona Decal to Corona Logo. :D
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Hahah we are so imaginative :) Over to you, users - show us what this can be used for!
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I'm very excited to see this feature implemented! Gave it a try today and immediately ran into an issue. Unless i'm doing something wrong, but it looks that decal keeps its own mapping for entire material, no matter if certain channels are ON or OFF. I would expect that when some channel id turned off, it would get mapping from the base material for that channel, otherwise i think this feature's usage will be severely limited.
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Hahah we are so imaginative :) Over to you, users - show us what this can be used for!
Wait, there ARE other decals than the Corona logo? Oh ...
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I'm very excited to see this feature implemented! Gave it a try today and immediately ran into an issue. Unless i'm doing something wrong, but it looks that decal keeps its own mapping for entire material, no matter if certain channels are ON or OFF. I would expect that when some channel id turned off, it would get mapping from the base material for that channel, otherwise i think this feature's usage will be severely limited.
yep, run into this issue too, unfortunately it makes it useless for now in my desired cases(
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Improvements are coming, so stay tuned ;)
It may as well be a feature - to project UVs from decal to base mesh for the unused channels.
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It may as well be a feature - to project UVs from decal to base mesh for the unused channels.
I'll take it, but only if it's optional and we'll have an option to choose base mesh UVs for deactivated channels ;]
Glad to hear that improvements are on the way!
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If it's technically possible, i would like to see an option to blend decals to the base mesh and not only completely replace it. There are situations where opacity blending alone is not enough to achieve what you want.
2. will limitation to use only physical materials when decal channels are in play be lifted up?
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This is very cool. Cant wait to see what people create!
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I'm very excited to see this feature implemented! Gave it a try today and immediately ran into an issue. Unless i'm doing something wrong, but it looks that decal keeps its own mapping for entire material, no matter if certain channels are ON or OFF. I would expect that when some channel id turned off, it would get mapping from the base material for that channel, otherwise i think this feature's usage will be severely limited.
yep, run into this issue too, unfortunately it makes it useless for now in my desired cases(
This has already been addressed and fixed in May 23rd Daily build!
https://forum.corona-renderer.com/index.php?topic=38385.msg213025#msg213025
Feel free to try it out :)