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Topics - cjwidd

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I'm trying to develop a mental model for what the basic options in the standard Corona Material actually 'mean'. I am coming from a game-ready, PBR workflow where it is easy to think about a material as having metallic (metal or non-metal) and roughness (light scattering coherence) parameters, however the Corona Material contains numerous other parameters, e.g. reflection and refraction (glossiness), diffuse channel (translucency), volumetric scattering (absorption and scattering), and opacity.

I am happy to experiment with the settings until I form some intuition, but if there is a clear way to think about this up front, I would prefer that.

Main question: Does this shader framework offer any corollaries to the PBR metal-rough model, and if so, how can these concepts be mapped most appropriately?

- How do opacity and translucency differ?
- How does glossiness relate to roughness (or specularity) without reflection or refraction?
- Do reflection and refraction have any corollary to metallic and roughness?


Pages: 1 ... 9 10 [11]