Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: naturalstate on 2018-07-10, 17:04:49

Title: Galvanized material help
Post by: naturalstate on 2018-07-10, 17:04:49
I have this galvanized metal material downloaded from coronamaterials.com that I'm using for some contstruction animations http://coronamaterials.com/material/galvanized-steel/#prettyPhoto[gallery1339]/0/

Can anyone help me figure out what these weird lines are and how to remove them?

https://imgur.com/a/sHHRR4N
There are also these weird bumps where corners come together. How can I remove these too?
And on this base clip, the lines are showing differently and are more horizontal.
https://imgur.com/a/iUvZuRs

Thanks,
Title: Re: Galvanized material help
Post by: mferster on 2018-07-10, 17:23:54
Look in the bump slot. It looks like the material is using a CoronaAO map to simulate welding details in the crevices. It looks like the lines are also from the bump map too.
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-10, 18:07:32
Thanks.
In the top level of material (Blend) there are two materials. Each of these have bumps. I've unchecked both of these and it still looks the same when rendered. I've also turned off the Mask in the top level of blend and it doesn't seem to change anything at all.
Any ideas?
Title: Re: Galvanized material help
Post by: mferster on 2018-07-10, 19:26:10
post a screenshot of that the entire material looks like in the slate material editor
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-10, 19:39:38
https://imgur.com/a/VGAyLUQ

I change the tiling of maps in material and changed camera angle. Some of the lines have disappeared. The object in the background is a sweep with edit poly. Autosmoothing turned off. The box is simple box and doesn't seem to have the same issues.

https://imgur.com/a/bfg99fx
Title: Re: Galvanized material help
Post by: sprayer on 2018-07-10, 19:56:13
This lines goes from noise map what has tiled 40 and inputs in refl gloss slot in both shaders.
Title: Re: Galvanized material help
Post by: Njen on 2018-07-10, 20:17:04
Bump maps can't be combined like other maps without a CoronaBumpConverter map at the end.
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-10, 21:01:16
I added the CoronaBumpConvertor right before Map #44 in between the two bump slots. Don't see any difference whatsoever.

Quote
This lines goes from noise map what has tiled 40 and inputs in refl gloss slot in both shaders.
I'm not sure what you're referring to. I don't see anything that has tiled 40. Can you please explain?

I just turned off the the Refl Glossiness in both slots and the lines are gone but the rendering seems much more grainy now.

https://imgur.com/a/H0XNUvt
Title: Re: Galvanized material help
Post by: PROH on 2018-07-10, 21:44:26
Hi. The material you've downloaded is made in alph7, so it's not an uptodate PBR material, and will not react correct to light etc. I would use the maps to build a new material :)
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-10, 21:59:16
Dang ok. That's way over my head. This material was almost perfect. Wish it was bit easier to make materials.

I'll pay someone to re-create this material. Anyone interested?
Title: Re: Galvanized material help
Post by: sprayer on 2018-07-10, 22:48:00
I added the CoronaBumpConvertor right before Map #44 in between the two bump slots. Don't see any difference whatsoever.

Quote
This lines goes from noise map what has tiled 40 and inputs in refl gloss slot in both shaders.
I'm not sure what you're referring to. I don't see anything that has tiled 40. Can you please explain?

I just turned off the the Refl Glossiness in both slots and the lines are gone but the rendering seems much more grainy now.

https://imgur.com/a/H0XNUvt
http://imagizer.imageshack.com/img924/7783/PAUudU.jpg this two maps  produce lines
Title: Re: Galvanized material help
Post by: romullus on 2018-07-10, 23:06:01
Dang ok. That's way over my head. This material was almost perfect. Wish it was bit easier to make materials.

I'll pay someone to re-create this material. Anyone interested?

Download this (https://www.cgbookcase.com/downloads/galvanized-steel-01/) or this (https://www.cgbookcase.com/downloads/galvanized-steel-02/) texture set, and plug the maps to corresponding Corona material's slots. Just don't forget to invert roughness. You can plug height into additional bump slot of Corona normal and dismiss AO as it's not needed.
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-11, 01:23:44
Nice!
Thanks y'all!

Removed those last two maps and lines went away.
And those other galvanized materials look great too.

Thanks so much for the help!
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-12, 21:22:30
Could I get a little clarification.
So when I'm trying to build this material from cgbookcase.
I put the color map in diffuse, put Corona normal in bump slot and then choose the normal map
Put the height map in the additional bump slot of the Corona normal map
Don't use AO bc it's not needed by Corona.
But where do I put the Roughness map? In the reflection slot?

Title: Re: Galvanized material help
Post by: romullus on 2018-07-12, 21:43:48
Roughness goes in to glossiness slot, but you have to invert it. Reflection should be set to 1, pure white, unmapped.
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-12, 21:52:08
Thanks. And I do that by going to output and checking "invert"? Or should I do it in photohsop?
Also I've seen people put an output map in between the Refl Glss & Map. Is that necessary? And if I do that, do I invert the output or the map itself?

For a galvanized material is there a recommended IOR to use?
Title: Re: Galvanized material help
Post by: romullus on 2018-07-12, 23:14:29
You can invert it in bitmap's output or in photoshop or in separate output node, it doesn't matter - the result will be the same. Regarding the IOR, it deppends on what kind of galvanized metal you want to reproduce, if it's brand new, then you'll need high IOR, if it's old and oxidized, then IOR should be much lower, closer to default settings.
Title: Re: Galvanized material help
Post by: Njen on 2018-07-13, 02:44:56
Roughness goes in to glossiness slot, but you have to invert it. Reflection should be set to 1, pure white, unmapped.

That's for a dielectric surface. For a metallic surface, base colour map goes into reflection colour, pure black diffuse. The glancing angle can either be solved by using a falloff map inbetween the the baseColour and the reflection colour, and shape an exponential curve then finally disabling IOR by using a CoronaColour node and set the value to 99999.
Title: Re: Galvanized material help
Post by: Lucutus on 2018-07-13, 11:47:12
I tried to redo my Material in MAX 2018 and the actual Corona version.

Here is the result.

i hope u like it

The MAX file only contains a simple ball....the shaderball file was to big as an attachment.

greetz

Lucutus
Title: Re: Galvanized material help
Post by: maru on 2018-07-13, 14:15:01
Welcome to 2014:
https://forum.corona-renderer.com/index.php?topic=2535.msg18503#msg18503
https://forum.corona-renderer.com/index.php?topic=4163.msg32090#msg32090
:)
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-13, 23:24:19
I tried to redo my Material in MAX 2018 and the actual Corona version.

Here is the result.

i hope u like it

The MAX file only contains a simple ball....the shaderball file was to big as an attachment.

greetz

Lucutus
Nice! That looks really good. But I guess I'm still confused why there are little welds on corners? What kind of galvinzed object has these?
Title: Re: Galvanized material help
Post by: naturalstate on 2018-07-13, 23:31:15
Welcome to 2014:
https://forum.corona-renderer.com/index.php?topic=2535.msg18503#msg18503
https://forum.corona-renderer.com/index.php?topic=4163.msg32090#msg32090
:)

Thanks for sharing these posts. This is very helpful. I should have search forum first!
Title: Re: Galvanized material help
Post by: Lucutus on 2018-07-16, 12:30:35
I made the "welded" corners to make the material lool more interesting. It can easily turned of by just unlinking the node.