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[Max] Daily Builds / Re: New Corona Physical Material (PBR) playground!
« on: 2021-01-19, 10:56:33 »
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
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