Chaos Corona for 3ds Max > [Max] Tutorials & Guides

Corona Tips & Tricks

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3dwannab:
Instead of creating two separate normal maps like in this fantastic thread where Juraj wanted to create a vegetation shader with both front and back side normals to give better results.

Instead of that you can use the generated normal map in the back map slot and for the front map an inverted version. See screen-shot attached.  Simply check all the flips (X and Y) and its the same result as having an inverted version. :]

Jurajs Veg thread.
https://forum.corona-renderer.com/index.php/topic,9837.0.html

He also speaks of how he created the normal maps here also.

romullus:
Corona doesn't have toon shader yet, but it doesn't have to stop us from trying to hack one :] This trick is more based on geometry, rather than on materials, so it may be impractical in most situations, but sometimes it can be useful anyway. BTW, i'm not an author of this technique, i just adapted it to Corona. So let's get started.

Take an object to which you want apply toon shader and make a copy or reference of it, but do not make instance. Let's call it ink object for convenience. Make sure that it always shares same transformations with original. Link or group a pair to be safe. Apply Push modifier to ink object and set push value to some small number. This will control ink line width. You can always adjust it later if needed. Now add Normal modifier and make sure that flip normals is checked. This step is optional, but it will make easier to select original object in viewport. Additionally you can add noise modifier, to break ink outline a little bit and make it more interesting. And it's good idea to turn on backface culling via object properties, for a visual representation in viewport. That's it geometry preparation is complete. You can copy those modifiers and instance them on other objects if needed.

Now, for materials. Original object may have whatever material you want, no restrictions here. Ink object has to be assigned with following material: create CoronaRaySwitchMtl, into all but global illumination slots plug instanced CoronaMtl, set diffuse, reflection and refraction slots of that material to 0, 0, 0 and plug CoronaFrontBack map into opacity slot, set front to white and back to black (or vice versa if you didn't add normal modifier to ink object).

That's it, you're ready to render Corona toon! Have fun!

maru:
You can put rounded edges map in diffuse (or other slots) to see what it does.

maru:
You can use global volume mtl to simulate having camera under water surface.
-Create refractive material with ior@1,33 and set it as global volume mtl
-Create water surface - add a plane and assign to it a refractive material with ior@1,0 (air)
-You can then add air bubbles with the same material as the water surface

FrostKiwi:
3dsMax Tip, but relevant if you don't have a SSD.

Remove MentalRay and Quicksilver renderers to speedup 3dsMax startup:
In your 3dsMax folder: Cut out "NVIDIA" folder and paste it somewhere as a backup. (contains all mentalray libraries)
edit: in older 3dsmax versions the folder is called mentalray (pre 2015)
In your 3dsmax\stdplugs folder: Cut out the following files and saves somewhere as backup.

--- Code: ---mentalray.dlz
mentalray_plugins.dlo
mrMaterial.dlt
mrShaders.dlt
QuicksilverRenderer.dlr
rendvue.dlr

--- End code ---
This removes MentalRay, Quicksilver and vue file renderer (Renderer select option) and will prevent the MentalRay libraries from loading, speeding up startup times.

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