Author Topic: worn edges with AO  (Read 2101 times)

2023-03-20, 16:05:45

Edmund

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So I'm hoping to do something like this: https://www.youtube.com/watch?v=zSuhHlqabGA&ab_channel=Maxon but using Corona renderer.

So far I haven't found any way to do it, even trying this: (https://docs.chaos.com/display/CRC4D/Corona+AO) from the Corona Website doesn't seem to be as good.

I was wondering if anyone had any tutorials or docs they could share? I'm particularly interested in creating nicely worn and scratched edges, even chipped.

I know the new Corona Renderer has curvature, but it doesn't give the desired result like in the video posted.

Thanks in advance. 

2023-03-20, 16:29:31
Reply #1

TomG

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Following this for curvature:

or this:

AO doesn't work? It should, I saw nothing in the video you shared that couldn't be done :)
« Last Edit: 2023-03-20, 16:33:43 by Beanzvision »
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2023-03-20, 16:31:03
Reply #2

Beanzvision

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Also note, the link your are referring to is more about technical information, not so much as a ''how to''. If you would like something like that, please see this article:
https://support.chaos.com/hc/en-us/articles/4528463913105-Corona-AO-Shader-C4D
« Last Edit: 2023-03-22, 14:22:15 by Beanzvision »
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2024-11-12, 12:27:09
Reply #3

j.nosh

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Hey,

I know this is a prettey old topic. But I still haven't found a good solution to this.
I'm trying to do worn concrete edges (displacement) like in this 3dmax example. It's pretty much what I want to achieve in C4D.
https://forum.corona-renderer.com/index.php?topic=40773.msg216113#msg216113

After trying to utilise curvature map, ao, c4d boolean object or slicer material (the latter is killing the rendertime of course) the best restult so far I got was with distance shader to control the amount of displacement.
But i got some weird lines going on. Whats that? Am I doing something wrong or is it a bug?

And in general it's still far from the simple max example above.

Any suggestions?
Thanks ;)




2025-03-13, 07:41:23
Reply #4

bnji

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Hi there,

Thank you for posting.
As Tom mentioned before, using the Curvature shader will do the magic.
I've prepared a modified version of your test scene (just relink the textures)
This is one way to get the result, please consider that there must be other ways to also get the result you're looking for.
As you can see, I've used a base material and stacked up a modified copy of the Concrete material (with more displacement and using the opacity channel as a mask)
Take a closer look at the Opacity channel for the Concrete_Rough material. The Curvature shader is located there.
I hope this helps.
Please have a look at it and let me know your thoughts.
Kind regards.
Benjamin Rosas | chaos-corona.com
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2025-03-13, 10:25:37
Reply #5

j.nosh

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Ahoi bnji,

thanks for getting back and checking my file.

I just had a look at your version. (Hey I didn't know that tag stacking works with corona)

However as I said in my post before I had tried the curvature shader. But unfortunately it does not perform as expected.

Take displacement as an example. I just created a new file with two simple materials red(displaced) and white (not desplaced).

Either way using the Layered material with a curvature shader as mask or using it your way with tag stacking and curvature shader in the opacity slot.

Displacement does not care about the curvture shader.

Ok well then I thought ok maybe I have to put the curvature shader in the displacement channel as well. But hell no, it behaves even weirder :) Displacement is scaled completely different ignoring the UVW, but one could have the feeling that it sightly increases at the edge.

Maybe you could check the atatched files again. Not that I'm halucinating here or something :)

Thanks
Jay