Chaos Corona Forum
General Category => Porting and API => Chaos Corona for Blender => Topic started by: Pixelatedvertex on 2017-06-09, 16:36:00
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Hi, if I understand it correctly, the rounded edge shader goes into the bump slot of the material node. What's the correct way to go about rounding off edges of a material, that also has to have a bump map. How does one combine these maps properly?
Thanks in advance.
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Hi, if I understand it correctly, the rounded edge shader goes into the bump slot of the material node. What's the correct way to go about rounding off edges of a material, that also has to have a bump map. How does one combine these maps properly?
Thanks in advance.
Set main bump in CoronaMat slot to 1---/for getting correct power of round edge///
And play to only with options for additional bump textures for get desired power effect of bump texture///
Good luck:)
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Thanks for your reply. Could you post a screenshot of the node correct setup, I'm still unsure about where to plug-in the next bump map, or blending mode the mix-shader should be set to if that's the way to go.
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See attached
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Sorry only saw now that the post is for blender.
Maybe it will work similarly
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My guess is that a Mix node that takes in round edges and your bump mapping will give you what you want. With maybe multiply or add?
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Thanks for your time either way, Jadefox. Multiply might lessen the effect of round edges, bud add might work, thanks. I'm going to do some testing when I have some more time, just didn't want to be rediscovering America, in case there was a workflow for this in place already.
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I use Mix(Add) node.
Regards
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I thought Corona in Blender doesn't support bump maps or does this need to be updated?
https://corona-renderer.com/wiki/blender2corona
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That is a very old page.
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Okay. Thanks. Any chance corona for Blender supports ptex and udim?
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ptex would be nearly impossible to support unless corona started to.
udim might be possible if you follow this video and maybe replicate the node setup with uvmap nodes using offset and correct clip nodes.
Once Blender supports udim more then better support from the exporter will be possible.
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I think by now there should have been more advancement in the area of texturing. A new technique that is better than uvs, udim, and ptex. I just like the fact that ptex requires just one file per mesh. It's the ideal option atm imho for ppl who texture stuff a lot. The need to bother about resolution and pixels are eliminated with this format. I am hoping this gets added to Blender in future. UDIM is nice but it you are using a lot of textures, your list of textures are going to be many and keeping track of them might be a handful.
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As always it is a tradeoff between memory/storage/speed/ease of use.
I agree ptex is good, though changing your Mesh can introduce issues if you aren't careful and memory can blow out as each face is its own texture.
Udim also has its advantage but the main one having different resolution per image can make it harder to use and I suspect a great number of its uses don't take advantage of this.
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In cg right now, I think the two areas that have lacked any development to make things easier and faster are rigging and uvs. I can understand why uvs are still the norm but at some point very high resolution textures would require a technique where unique texturing is the norm. I feel there should be research going on in these areas. Everyone seems to be more focused on modelling tools and rendering speed which I agree are very important. Hopefully someone comes up with something better than ptex and would be embraced by the industry.