Author Topic: (EDITED for new on 3rd Feb 2023) Improvements for CoronaScannedMTL  (Read 1659 times)

2022-10-23, 20:07:59

Juraj

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I love ChaosScans. It's really cool addition I've waited long enough. I've compiled some feedback to ask (if technically possible) for some features that would bring it up further:

EDIT: THis has been moving fast :- ) ! Most features were already implemented, very happy and of course thank you !
I updated new some :- )
[/i]

8) Question: Would it be possible to add Sheen technically? It already has clear-coat which is necessary for some materials, while sheen would be merely modifying some for different look, but it would still be quite useful.

NEW 1: Glossiness mapping for Clear-Coat. The clear-coat seems like generic one from Physical Material, so it would be cool to get mapping as well, so I can add dirt to car paints directly within.



0) DRAG & DROP into the loaded map slot :- ). ChaosScans have ridiculous names (like "CHP175"), but they come with preview. So in File Explorer I know what I am looking at. But if I want to load them, I need to open them in 3dsMax explorer which will only show the scan file, and so I have no idea what I am loading and I am searching for needle in a hay.

1) (existing in Vray version) - Triplanar mapping - This is the biggest. Triplanar is absolute staple in my material workflow, it really suits here too.
2) (question) - I remember at some point Vray allowed for some tiling issue fix. Could UVW randomizer tile blending be somehow internally implemented as optional feature? 1/3 of materials have horrible tiling that only randomization would fix.
I am able to simulate this effect myself by doubling the material in LayeredMTL and using Noise map to blend between two slightly differently tiling versions.

3) (question) - True displacement, not just edge. Is this even possible with this type of shader or would it affect the shading model? If not possible disregard.
 I am mostly asking because some materials (particularly those labeled as "volumetric") have info label "height-map= yes". Got me curious what for if not full displacement.
4) (question) - Edge mapping causing artifacts (halo) when 2-sided is on. Is this limitation of this tech?

5) Possibility to add custom bump & displacement map. The shader already allows for albedo filter&replacement, so this will further enable tweaking, for example by adding large wrinkles to fabric. Right now the only bypass is by adding CoronaDisplacement to each mesh the shader is applied to.
6) Future - Integration into Cosmos perhaps. Downloading .zip files and unzipping them is really 1998 ;- ). (Striked since being considered anyway by team)
7) Where can I petition to influence what materials I would love to see scanned? Is this just for big industry fish? It really needs more varied generics. 400 beige leathers isn't quite the right direction imho.
- IR seems to be often one-step behind or not reacting at all. Frequent restart necessary.

« Last Edit: 2023-02-03, 18:55:58 by Juraj »
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2022-10-24, 13:56:37
Reply #1

maru

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All logged.

(Internal ID=986179689)

Scans in Cosmos is a separate request and it's also logged. It makes a lot of sense.

I'll try to get an answer to 7 :)


Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2022-10-24, 14:02:02
Reply #2

maru

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You can ask about 7 here: https://www.chaos.com/scans#contact

Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2022-10-24, 14:15:43
Reply #3

Juraj

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Thanks Maru :- ). I'll write them some email.
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2022-12-09, 08:59:43
Reply #4

Juraj

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This has been moving fast :- ) ! Most features were already implemented, very happy and of course thank you !
I updated new some :- )
[/i]

NEW 1: Glossiness mapping for Clear-Coat. The clear-coat seems like generic one from Physical Material, so it would be cool to get mapping as well, so I can add dirt to car paints directly within.
Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
Behance  Probably best updated portfolio of my work
lysfaere.com Please check the new stuff!

2022-12-13, 09:07:09
Reply #5

philipbonum

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This might have been fixed already, but are there any plans to make these materials work with the different render passes/elements?
Seems it's broken on quite a few.
For instance on Albedo it shows up as red(too bright), and on RawComponent it's black. It might be hard to use these with the different compositing workflows if this is the expected behavior.

2022-12-13, 09:25:41
Reply #6

rowmanns

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This might have been fixed already, but are there any plans to make these materials work with the different render passes/elements?
Seems it's broken on quite a few.
For instance on Albedo it shows up as red(too bright), and on RawComponent it's black. It might be hard to use these with the different compositing workflows if this is the expected behavior.
Albedo is already fixed in the v10 daily builds :)
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2022-12-13, 09:27:15
Reply #7

rowmanns

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This has been moving fast :- ) ! Most features were already implemented, very happy and of course thank you !
I updated new some :- )
[/i]

NEW 1: Glossiness mapping for Clear-Coat. The clear-coat seems like generic one from Physical Material, so it would be cool to get mapping as well, so I can add dirt to car paints directly within.
Logged :)

(Internal ID=1021317072)
Please read this before reporting bugs: How to report issues to us!
Send me your scene!

2023-02-03, 18:56:04
Reply #8

Juraj

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8) Question: Would it be possible to add Sheen technically? It already has clear-coat which is necessary for some materials, while sheen would be merely modifying some for different look, but it would still be quite useful.

Also, big thanks for quick solving the bugs! Pretty bulletproof shader now.
Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
Behance  Probably best updated portfolio of my work
lysfaere.com Please check the new stuff!