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Messages - marchik

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181
There is one more thing, due to the connection between roughness of reflections and roughness of refractions, it became virtually impossible to add, for example, fingerprints to the glass surface, because even the stained glass remains with 0 roughness, at first I thought that this could be solved with clearcoat but my attempts did not lead to anything good. It seems a little strange to me that when adding new functions, old ones break) and ofc the same concerns translucency color map, which in some cases just necessary

I hope you wont delete the legacy shader because sometimes some "fakes" lead to good results or maybe it will be a good idea to add "expert" mode in our new physical material which will break those "physicall correct connections"

And I also recently remembered how we discussed the idea of ​​adding a fake thickness function https://forum.corona-renderer.com/index.php?topic=15639.0 for thin meshes that would allow using the opacity map to simulate an effect similar to corona round edges in legacy mode without having to make a separate super-detailed normal map. It would be a great addition to the new thin shell and volume switching function in the new shader



182
it would probably be a good idea to allow  mapping ior values ​​with rgb where  ​​1.0 is 0.0.0 and 3.0 is 255.255.255, in this case we can easily clamp our speclvl map values ​​to 0-128 and get reasonable results. Just my thoughts.

Is this (screenshot attached) solution good enough for you, or would it be vital to have some kind of native Corona feature for this?
As I described, I am using this solution now, of course, this is not an "vital" feature, but just my suggestion to simplify the usage of the new shader, is that what you are aiming for in the end? convenience and realism) What I'm most worried about right now is the implementation of changing the bump effect on the clearcoat layer. Everything except the clearcoat layer works well overall, thx :D

183
[C4D] General Discussion / Re: corona and substance
« on: 2020-12-31, 07:40:33 »
To get in corona exact same result as in painter you should work in metallic/roughness workflow in painter, then export textures with Corona preset but slightly modified (see pic.). In Glossiness output  you should replace Glossiness2 map to regular Glossiness, and than import all textures to Max with gamma override 1.0 except Diffuse. And yeah, ior map goes to ior slot) not reflection color, there is separate Reflection map for this purpose.

184
[Max] I need help! / Re: Noise Issue
« on: 2020-12-28, 13:06:36 »
Its a good tip man , thanks , but it doesn't solve the problem unfortunately..
so you trying to say that without lightmix - in beauty pass only (or with lightmix default 1.0 values) u have this noise too, even after rendering to 3% of noise?

185
[Max] I need help! / Re: Noise Issue
« on: 2020-12-28, 11:05:32 »
It is not very good idea to increase intensity of lightmix elements higher than probably 3-5x, just increase intensity of coronasky map itself
and from my point of view the optimal noiselvl is around 3-4%

186

I can't tell you how realistic those maps are - i suspect they are pretty arbitrary, but by mapping IOR instead of reflection level, you get at least physically more correct results, even if it requires more work to set-up.
exactly) no matter how realistic those maps are, my eye and little tweaks will make them look realistic)
and for my part, I'm just looking for a handy tool that will allow me to achieve this in less amount of time.

it would probably be a good idea to allow  mapping ior values ​​with rgb where  ​​1.0 is 0.0.0 and 3.0 is 255.255.255, in this case we can easily clamp our speclvl map values ​​to 0-128 and get reasonable results. Just my thoughts.

187
for some reason I now miss the opportunity to change the final level of reflections using a spinner or a BW map, sometimes it helps a lot in bringing the floor material to realism, now you have to create a composite map with two ior values :DDD

Can you explain what exact property you would like to change?
With the new physical material, you should be following the metalness/roughness workflow. You can map metalness, roughness, and IOR.

Of course I understand that I should use a metallic / roughness workflow, there is no problem with that) and of course there is a direct relationship between roughness and the strength of reflections, the same as it was in legacy corona mtl

And despite this, there are some materials in which, to achieve better results, sometimes it is necessary to tweak the final strength of the reflections with spinner or B&W map, and its not very convenient to do this by mixing two linear ior values

as an example, lets take a flooring material, let's assume I use a generator from Poliigon and at the output, in addition to roughness, I will also get a specular level (pic1) but unfortunately now I can't use it directly but only as a mask when mixing two IORs, in fact it is not a big problem, except that mixing different IORs give a slightly different result from simply reducing the strength of reflections. e.g. in legacy mtl i used speclvl in reflection color slot with about 5-15% of opacity

188
for some reason I now miss the opportunity to change the final level of reflections using a spinner or a BW map, sometimes it helps a lot in bringing the floor material to realism, now you have to create a composite map with two ior values :DDD

189
[Max] I need help! / Re: Cast shadows doesnt work properly
« on: 2020-12-19, 18:35:03 »
you can try to use corona rayswitch material for your trees with only GI slot enabled

190

Satin is a bit tough to work on bump+sheen alone, it is somewhat reproducible but the lack of detailed maps, proper UVs won't make it look nice in most angles, so you'll have to resort to using a custom fresnel.

Thus you can apply a falloff curve to sheen itself in order to emulate more satin surfaces, this works great and the effect is more subtle than diffuse+falloff and seems to react better with scene lighting overall.


For silk-velvet, sheen alone is enough, comparison: https://corona-renderer.com/comparer/RugNph
Thx for the reply, I mainly work with fabrics and have made hundreds of attempts to recreate complex shaders such as velvet, satin, silk, wool  and so on, including growing millions of fibers in Ornatrix and combing them and then using CoronaHairMtl  to get proper anisotropy reflection for the correct velvet, and basically I can create any texture in substance designer e.g.

But at the moment, if I understand everything correctly, we have no way to get the correct direction of the anisotropic reflection along the single fabric thread using height maps or normal maps, no matter how detailed they are, we can only fake it using the anisotropy rotation map.

And we also don't have a geopattern to mimic the real fabric structure. So I'll probably have to tweak the faloffs again and wait for the next release :D

PS
please guys, pay attention to the implementation of coating, which we wrote about above. let it be possible for coating to smooth the surface, creating mirror-like glossy coat with displaying the height details of the surface lying below, as Bormax mentioned here
New material is really great! Thank you!

The Clearcoat layer is the thing I was missing for very long time, nice to get it now. Some idea came to my mind about it.
Now the Base bump affects the Clearcoat layer and Clearcoat bump gives possibility to Add bump to this layer. Would it be nice (if it's possible) to have kinda lock between Base bump and Clearcoat bump in order to imitate the bumpy surface covered by the polished transparent layer of lacquer? Something like on attached picture where I've created the geometry of the covering layer and assigned different material to the inner and covering surfaces.
According to this idea if the Lock is active Base bump affects the Coatlayer, if it's unlocked only Clearcoat layer's bump affects the Coat layer.

PPS
and maybe it is worth lowering the metalness map slot below the others, because now I habitually attach base color or diffuse to it as it is the first in the list :D

191
New material is really great! Thank you!

The Clearcoat layer is the thing I was missing for very long time, nice to get it now. Some idea came to my mind about it.
Now the Base bump affects the Clearcoat layer and Clearcoat bump gives possibility to Add bump to this layer. Would it be nice (if it's possible) to have kinda lock between Base bump and Clearcoat bump in order to imitate the bumpy surface covered by the polished transparent layer of lacquer? Something like on attached picture where I've created the geometry of the covering layer and assigned different material to the inner and covering surfaces.
According to this idea if the Lock is active Base bump affects the Coatlayer, if it's unlocked only Clearcoat layer's bump affects the Coat layer.
+
yes, current implementation of bumps interaction is a little bit strange :D

I think you can focus on the implementation as in the standard physical material with "affect underying" concepts
One more great addition is that of the Sheen layer which is responsible to represent an approximation of microfibers on cloth-surfaces like velvet or satin or other varying organic and rough surfaces. With a proper bump map it is now possible to emulate such cloth materials without the use of falloff, but by glossiness/roughness anisotropy and sheen layer alone.
As for fabrics and sheen, if possible I would like to see an example of a photorealistic silk or velvet/crushed velvet shaders using as said detailed bump maps, for example these

192
Work in Progress/Tests / Re: cjwidd render thread
« on: 2020-12-06, 13:41:49 »
Speaking of scattering... testing snow / ice with TyFlow
very nice! can we take a look at your tyflow setup? :D

193
[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-11-16, 15:43:44 »
and for me personally I wait for implementation or some workaround of this feature https://forum.corona-renderer.com/index.php?topic=26898.msg159674#msg159674

194
[Max] I need help! / Re: Help creating straw material
« on: 2020-10-02, 23:03:15 »
You can use separate B&W opacity map for creating "holes" where white color is for "not transparent" and black color for "transparent"

195
[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-09-18, 02:38:27 »
This thread is sadly empty, while the Corona Scatter improvements are really awesome! Here is the V5 vs V6 video from our release blog post:

basically this happens because people did not complain about the speed) only about the lack of functionality, but the improvements are amazing!

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