Chaos Corona Forum
Official Stuff => News => Topic started by: Ondra on 2013-01-22, 21:43:46
-
Available in the daily builds.
Hair&Fur is pretty rudimentary though, it works only in the geometry mode.
-
Awesome !!!
is this available for legacy too ? :D
-
no, I'll make it when I have some time.
-
no, I'll make it when I have some time.
ok waiting for it...
-
mmhhh... looks like normal bump is just working in local/world space modes. Nothing happens if set to tangent... or did i miss something?
-
Great news :)!
-
mmhhh... looks like normal bump is just working in local/world space modes. Nothing happens if set to tangent... or did i miss something?
For me, tangent mode works, but produces very odd results...
-
Tangent "works" if i crank up the values to max but even then there are only some kind of outlines visible
-
Haven't tried it with Corona as I don't have access to newer builds but normal bumps sometimes have problems with gamma when loading them. If it's the case, setting bitmap's gamma to 1.0 when loading it could help.
-
yes, normal maps should always(!) be loaded with 1.0. Same for displacement maps, reflection etc - Everything non-directly-visible (which means: maps that are used for controlling specific effects)) ;)
But tangent is definitely broken here.
-
yes, normal maps should always(!) be loaded with 1.0. Same for displacement maps, reflection etc - Everything non-directly-visible (which means: maps that are used for controlling specific effects)) ;)
But tangent is definitely broken here.
could you please tell me how to do that? :)
-
could you please tell me how to do that? :)
That's pretty easy to do.
First you need to have gamma workflow setup correctly ("Rendering" -> "Gamma/Lut Setup".
I keep it this way:
(http://forum.corona-renderer.com/index.php?action=dlattach;topic=360.0;attach=1461;image)
input and output to 2.2 (whereas output is more a personal decision, I have it setup to 2.2 for scripting reasons, normally - in an exr workflow - I'd tend to use 1.0)
After that the important step is documented here... If you load a bitmap texture you have to check "override" and set it to 1.0, this means the map will be loaded with gamma 1.0 (which will obviously look too bright in your editor but that's ok)
(http://forum.corona-renderer.com/index.php?action=dlattach;topic=360.0;attach=1463;image)
-
could you please tell me how to do that? :)
That's pretty easy to do.
First you need to have gamma workflow setup correctly ("Rendering" -> "Gamma/Lut Setup".
I keep it this way:
input and output to 2.2 (whereas output is more a personal decision, I have it setup to 2.2 for scripting reasons, normally - in an exr workflow - I'd tend to use 1.0)
After that the important step is documented here... If you load a bitmap texture you have to check "override" and set it to 1.0, this means the map will be loaded with gamma 1.0 (which will obviously look too bright in your editor but that's ok)
Thanks a lot, this really helped me out :)
-
NormalMap is not working! Or working not correctly(dayli update from 01/03/2013)
-
NormalMap is not working! Or working not correctly(dayli update from 01/03/2013)
This is a great example. Very simple scene with reproduced bug.... This will help a lot to fix this problem.
-
Try object space normal map.
-
also some shading artefacts on the faces of the RH sphere, maybe a smoothing issue?
-
The shading artifacts are the "terminator effect" it's just from a low subdivisions of the sphere. The problem is tangent map used for normal mapping. I haven't had problems using object space normal maps, so until it's fixed I guess you could bake your normals in object space if you need normal mapping.
-
The shading artifacts are the "terminator effect" it's just from a low subdivisions of the sphere. The problem is tangent map used for normal mapping. I haven't had problems using object space normal maps, so until it's fixed I guess you could bake your normals in object space if you need normal mapping.
Here is local XYZ, but also not good(
-
Alright, so I've looked at the scene you provided...
First of all, you do not override gamma settings on normal and displacement maps. You should always set it to "use image default gamma" to use the gamma settings they were created with and since you used 8bit jpeg with 2.2 even "system default" would work.
Another thing is that to get tangent normal somehow look alive with corona you have to use higher bump values(i used 10 in this image)
However some shading issue appears to cause that noise on the sphere with normal map and it doesn't go away... I tried playing with max shading normal difference but that makes the whole normal mapping fade away.
-
In this case, the bump is much more correct fit.