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

Substance Painter to Corona C4D

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mrittman:
Hi, I am trying to find the correct workflow going from Substance Painter to Corona. Please see the attached "substance" screenshot of how the material looks inside Substance Painter. Then compare that with the "corona" screenshot. It looks totally different. When I export my textures from Substance, I make sure to select the Corona preset. It creates a Diffuse, Reflection, IOR, Glossiness, and Normal. I plug these in to their appropriate ports as shown in the "nodes" screenshot.

Doing some research, I see that Glossiness, IOR, and Normal need to have their gamma corrected:
https://support.allegorithmic.com/documentation/integrations/corona-for-3ds-max-157352444.html

I tried creating a C4D Filter shader and adjusted their gamma by 0.455 (to get 1.0). But it's still not looking right. All my worn edges are supposed to appear metallic, but instead are just black.

I also found this page: https://forum.corona-renderer.com/index.php/topic,11377.0.html
But it is way over my head and is geared toward a 3ds max workflow.

Can someone explain what else I need to do in order to get my texture to show up properly?

Eddoron:
I've had a similar issue with that. Leaving out the IOR map(it's often baked even if you didn't paint it) should solve it. Or at least you should modify it with a filter shader or similar.

I haven't tried putting my map inside a Corona Bitmap shader at that time, maybe it could fix the whole thing.
I don't know if Allegorithmic or whoever created the CRN exporter in SP was aware of the color handling differences between MAX and C4D.

edit: The simplest solution would be to have the metal maps in one material and the dielectric in the other, one of the 3 presets in SP gives you a blend mask which you can use in the layer material.
If that doesn't work, then I'd need to have a look at your SP layers/materials and output setup.

Btw, the reason why the worn edges are rendered in black is that they're usually used in a metal material, Corona only uses a dielectric one. If you have a rough metal map, it would look different on a metal material. So the best way is to either fake it with the layer shader or simpler, the layer material.
There are some approaches to refl. maps using the diffuse channel, but I would stay away from that, as long as you don't need it.

mrittman:
Thanks so much for your response Eddoron. I tried leaving out the IOR map, but that unfortunately didn't seem to fix it.

Here's another question, since I started the Substance material using the Metallic/Roughness preset, would that have made a difference? I noticed on this page that it states Corona uses the Specular/Glossiness workflow: https://support.allegorithmic.com/documentation/integrations/corona-157352404.html
Not sure if it makes a difference in the end with the specific maps it exports, even when using the Corona export preset.

Yeah I've seen people using a corona layered material setup, but I never could get it set up properly. Could I get your email address, and I could send you my files?

Eddoron:
I don't think we should complicate things by sending me the files. You'll understand it better when you do it yourself.

However, I made a quick "guide".

Bake the maps using the preset "Corona (forum)". Apparently, it was already discussed in another section here.
Dielectric stuff goes into material 1, metallic stuff into material 2.
Add the maps to the materials. In the metallic mat, you can leave out the diffuse channel and crank up the IOR(no map was used here) for the metal until it looks fine.
Mats 1&2 go into layer material. The xxx_Blendmask map is used as the mask for one of the materials. (the blend mask came out with metal parts as white, I didn't bother to change it)

While writing this I just had another Idea. you could use the skin material. Just disable the SSS and you have a basic material with two reflection channels.

mrittman:
Here's where I'm at. Still doesn't look near as good as it did in Painter. Not really sure what else to do. Was hoping at first it would be a seamless transition between Painter and Corona, but after spending hours trying to texture this model, I'm about ready to tear my hair out. About to throw in the towel at this point :(

And to top it off, the textures did something weird after baking and showing a bunch of artifacts/seams.

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