Author Topic: New Corona Physical Material (PBR) playground!  (Read 84650 times)

2021-03-03, 11:20:55
Reply #120

GeorgeK

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Any chance we will see some settings for an iridescent effect?

It is in our plans for the future, granted that there's a popular demand for it.

Also worth looking into https://forum.corona-renderer.com/index.php?topic=14552.0

(Report ID=CRMAX-319)

George Karampelas | chaos-corona.com
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2021-03-03, 23:49:00
Reply #121

JoeS

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Any chance we will see some settings for an iridescent effect?

It is in our plans for the future, granted that there's a popular demand for it.

Also worth looking into https://forum.corona-renderer.com/index.php?topic=14552.0

(Report ID=CRMAX-319)


Thanks (GeorgeK) I have tried using this technique in the link but for some reason I can't apply a reflection colour to the non-metal material. And metallic materials no longer have that option for refraction I cant make a bubble shader. If I use the the metalness slot on the non-metal material I lose the ability to tweak the reflection amount etc plus it looks strange. Any thoughts on this would be appreciated.

Cheers
 
« Last Edit: 2021-03-04, 00:27:01 by JoeS »

2021-03-04, 23:41:19
Reply #122

burnin

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About Clearcoat, it'd  be really great to also have metalness option for it.

2021-03-05, 00:19:57
Reply #123

GeorgeK

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Any chance we will see some settings for an iridescent effect?

It is in our plans for the future, granted that there's a popular demand for it.

Also worth looking into https://forum.corona-renderer.com/index.php?topic=14552.0

(Report ID=CRMAX-319)


Thanks (GeorgeK) I have tried using this technique in the link but for some reason I can't apply a reflection colour to the non-metal material. And metallic materials no longer have that option for refraction I cant make a bubble shader. If I use the the metalness slot on the non-metal material I lose the ability to tweak the reflection amount etc plus it looks strange. Any thoughts on this would be appreciated.

Cheers

Well, iridescence could be also described as some sort of coating, and in many cases a form of thin-film covering organic surfaces and whatnot.  There are many ways to approach this, so far it will still be an artistic representation of the actual effect itself but it can come pretty close.  (Attaching 3ds max file with base shaders no textures)



For CoronaPhysicalMtl you can use base color for metallics, or clearcoat absorption for dielectrics/non-metallics. You can control the effect with the amount of base color or absorption amount for clearcoat respectively.

« Last Edit: 2021-03-05, 00:23:58 by GeorgeK »
George Karampelas | chaos-corona.com
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2021-03-05, 23:05:45
Reply #124

JoeS

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Any chance we will see some settings for an iridescent effect?

It is in our plans for the future, granted that there's a popular demand for it.

Also worth looking into https://forum.corona-renderer.com/index.php?topic=14552.0

(Report ID=CRMAX-319)


Thanks (GeorgeK) I have tried using this technique in the link but for some reason I can't apply a reflection colour to the non-metal material. And metallic materials no longer have that option for refraction I cant make a bubble shader. If I use the the metalness slot on the non-metal material I lose the ability to tweak the reflection amount etc plus it looks strange. Any thoughts on this would be appreciated.

Cheers

Well, iridescence could be also described as some sort of coating, and in many cases a form of thin-film covering organic surfaces and whatnot.  There are many ways to approach this, so far it will still be an artistic representation of the actual effect itself but it can come pretty close.  (Attaching 3ds max file with base shaders no textures)



For CoronaPhysicalMtl you can use base color for metallics, or clearcoat absorption for dielectrics/non-metallics. You can control the effect with the amount of base color or absorption amount for clearcoat respectively.



GerogeK these shaders look great. But just like my tests they all look more like tinted glass then an iridescent material. I will make some render tests and post them.

On another note with the new physical material under volumetric scattering would it be possible to include the volume mapping options "on surface and inside volume" the same one that's in the corona volumetric material ?

2021-03-10, 12:51:06
Reply #125

GeorgeK

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Any chance we will see some settings for an iridescent effect ?

Hi again, I've managed to reproduce the issue with CoronaPhysical, it seems that indeed it's not that easy to get a nice "bubble result" without the use of a properly physically-correct thin-film addition.

As said previously I've logged a feature request for thin-film for CoronaPhysicalMtl.
George Karampelas | chaos-corona.com
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2021-03-23, 01:12:48
Reply #126

Feodor

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2021-03-23, 11:29:23
Reply #127

GeorgeK

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Hi, as of the latest daily build of Corona 7 2021-03-22, If clearcoat bump map is not supplied, clearcoat does not use any bump-mapping (previously it used bump map from base layer). Further detailed info can be found here: [Behind the scenes: The Physical Material]

You can find the latest DB here: [Link]
George Karampelas | chaos-corona.com
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2021-03-23, 16:00:41
Reply #128

ferrosoa

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Are you sure with new Iron preset in last daily? Why is red? Version before was gray, same result like using complexfresnel.

2021-03-23, 16:34:08
Reply #129

marchik

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Hi, as of the latest daily build of Corona 7 2021-03-22, If clearcoat bump map is not supplied, clearcoat does not use any bump-mapping (previously it used bump map from base layer). Further detailed info can be found here: [Behind the scenes: The Physical Material]

You can find the latest DB here: [Link]
I observe strange behavior of the material if I add a normal bump map to the clearcoat bump slot, and vice versa, if I use a normal map in the base bump slot, then the clearcoat layer looks like inheriting the bumps of the base layer, is it expected?
« Last Edit: 2021-03-23, 16:40:21 by marchik »

2021-03-23, 17:02:08
Reply #130

TomG

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I observe strange behavior of the material if I add a normal bump map to the clearcoat bump slot, and vice versa, if I use a normal map in the base bump slot, then the clearcoat layer looks like inheriting the bumps of the base layer, is it expected?
[/quote]

Not happening for me here - Corona Bitmap to Corona Normal to Base Bump, the Clear Coat is unaffected (unlike with the daily build before this one, be sure to be using the one from yesterday). Can you share images, grabs of the material set up, etc. ?

EDIT - or do you mean if you add a second normal, to the Clear Coat bump, only then does the Base Bump show through?

EDIT 2 - I tested the second case and I see what you mean, if there is a normal map in both Base and Clear Coat, the Base normal still affects the Clear Coat. It's not what I'd have expected so I will ask :)
« Last Edit: 2021-03-23, 17:09:33 by TomG »
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2021-03-23, 17:41:33
Reply #131

marchik

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Not happening for me here - Corona Bitmap to Corona Normal to Base Bump, the Clear Coat is unaffected (unlike with the daily build before this one, be sure to be using the one from yesterday). Can you share images, grabs of the material set up, etc. ?

EDIT - or do you mean if you add a second normal, to the Clear Coat bump, only then does the Base Bump show through?

EDIT 2 - I tested the second case and I see what you mean, if there is a normal map in both Base and Clear Coat, the Base normal still affects the Clear Coat. It's not what I'd have expected so I will ask :)
ok, I recorded small video) but i cant totally understand what is going on. With some maps, for example default procedural noise connected through CoronaBumpConverter all work as expected, with some normal bump maps don't
« Last Edit: 2021-03-23, 19:25:18 by marchik »

2021-03-23, 21:07:22
Reply #132

TomG

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Not happening for me here - Corona Bitmap to Corona Normal to Base Bump, the Clear Coat is unaffected (unlike with the daily build before this one, be sure to be using the one from yesterday). Can you share images, grabs of the material set up, etc. ?

EDIT - or do you mean if you add a second normal, to the Clear Coat bump, only then does the Base Bump show through?

EDIT 2 - I tested the second case and I see what you mean, if there is a normal map in both Base and Clear Coat, the Base normal still affects the Clear Coat. It's not what I'd have expected so I will ask :)
ok, I recorded small video) but i cant totally understand what is going on. With some maps, for example default procedural noise connected through CoronaBumpConverter all work as expected, with some normal bump maps don't

After some more digging, I noticed this - if I checked the "Add gamma to input" in the Corona Normal for the Clearcoat Bump, the Base Bump no longer showed through (changing it in the Base layer Corona Normal did not make a difference). So looks like if the normals are wrong in the Clearcoat bump, it will let the Base bump have an effect.

This would explain why it happens sometimes but not other times, as it would depend on whether the Clearcoat bump has wrong normals (I did get the Corona warning about a Normal map being potentially incorrect).

Can you check and see if this is the same for you please? May also want to check the same for your Base layer, as it might depend on which Normal map is incorrect. Thanks!

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2021-03-23, 22:21:48
Reply #133

marchik

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After some more digging, I noticed this - if I checked the "Add gamma to input" in the Corona Normal for the Clearcoat Bump, the Base Bump no longer showed through (changing it in the Base layer Corona Normal did not make a difference). So looks like if the normals are wrong in the Clearcoat bump, it will let the Base bump have an effect.

This would explain why it happens sometimes but not other times, as it would depend on whether the Clearcoat bump has wrong normals (I did get the Corona warning about a Normal map being potentially incorrect).

Can you check and see if this is the same for you please? May also want to check the same for your Base layer, as it might depend on which Normal map is incorrect. Thanks!
I think i got it, it is not a gamma related issue, i usually load my maps with override 1.0 gamma using DropToSlate plug-in, what I discovered right now is that when i use low intense, low "contrast" normal maps - then it gives incorrect results, transfering the bump details to the coat layer, you can check this in the video i've attached
in other words, some normal maps give incorrect results because their intensity is too low
PS I put video to .rar because it is too big for attachment

2021-03-24, 14:50:32
Reply #134

TomG

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Some more digging into it on this side, and it seems that if the base bump is dramatic/intense, it may affect the Clearcoat. A fix is being worked on to limit this issue, so keep an eye out for that in a future daily. Just to manage expectations, due to the nature of bump mapping it may not fix 100% of all possible cases, so we'd welcome your testing with any known examples to see how it works (once the fix is available, of course). Thanks!
Tom Grimes | chaos-corona.com
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