Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: RebelSaffa on 2021-01-06, 18:08:23
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I'm trying to create the effect of wet foot prints on the poolside deck.
I've seen a few examples of puddles, but as I'm using floor generator for the decking, how would i go about combining a randomized textured floor with a pretty precise footprint path and water splashes.
Any info on this or where i can find alphas would be appreciated.
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3ds Max supports up to 99 mapping channels. You can use map channel 1 for floor boards and map channel 2 for footprints.
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Thanks Romullus
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Hello Romulus,
In reading your answer how would you set up the material and mapping channels are new to me.
One material for the wood and another for the wet footprints.
I am not sure how to go about this.
In the past I scattered a wet footprint along a spline. The only downfall with this is that it does not darken the wood plank underneath.
Hope it makes sense.
Thanks
alex
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The boards are mapped individually and would be on uv channel 1 while at the same time you apply a planar map to all the boards as a whole with uvchannel 2.
Your woodboard texture would have a diffuse map that uses a coronamix map to darken the area where the foot prints are.
you set the mix map to use channel 2 in its bitmap settings and the base layer slot would use your regular wood texture.
see attached
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Hello there,
Thanks so much, I will give this a try and let you know.
Thanks again
Alex:
PS: I see you used substract in corona mix, but lets say you wanted the footprints to be looking like water and also darken the wood, how would you apply a wet material to the footprints and make the wood darker.
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You would use the same technique for the reflection and reflection glossiness map slots. In that case instead of having a black top layer you would have a white top layer, and use a screen blend mode. That way the foot prints would be highly reflective and glossy
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Great Thanks a lot I will give this a try asap and post a test.
Thanks again
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Here's my quick and dirty setup. It's far from perfect, but might work in some situations. I tried couple variants, with and without caustics. I don't like how puddles without caustics are almost invisible, especially near the right angles, but i feel that with caustics they are getting darkened a bit too much and it renders so muuuch slower. I think that you could get better result with caustics if you would use proper displacement maps and not my crude CoronaDistance hack, but i have no time to test it.
The scene requires floor generator plugin, which is free and Corona 7 daily build. The latter requirement is not mandatory for the scene, it's just that what was installed at the moment and i wanted to familiarise myself with new features in Corona.
P.S. floor boards textures are not included with the scene, you will have to replace them with your own assets.
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Hello everyone here is my attempts
1. using a mix map with channel 1 for wood and channel 2 for footprints. The mix map has a composite into color 2 the wood multimap into 1 and the footprint map alpha in the mix amount. This works but no reflection.
2. my attempt for reflection with a footprint being scattered . But not very good b/c it doesn not darken the wood.
Romullus any chance you could repost your attempt in 2014, I could not reproduce your scene or utilize it correctly. I wanted to give it a shot.
Thanks so much
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Sure, i will upload file compatible with max 2013 soon. My setup doesn't use second UV mapping channel, since i went with more lazy Corona distance route, but nothing prevents you from getting the same result with texture mapped footprints and multiple UV channels.
Edit: attached the file.
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Thanks going to try your scene.
I tried the multi uv channel routes with a footprint mask mapped on channel 2 but cant wrap my head around on the set up to both darken an have the reflective appearance of water
Alex
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Sorry Romullus I forgot to mention I dont have corona 7.
In your material setup which ones go to which objects, as you see I am not sure see attached files.
Thanks
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It seems that material names has changed for some reason. I'm not sure what would be easier - trying to explain what map to plug into what material, or just re-create the scene with Corona 6 :] I think i'll choose the second option. I will upload new scene sometime later.
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Thaniks so much
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Here's the file for Corona 6. I didn't bother to add clearcoat layer to the boards, so result will be slightly different, but that's not the point.
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Hello Romullus,
Thanks so much for the file.
I had to recreate the footprint scatter not sure why but no worries.
I replaced the texture maps and did obtain a similar results.
But when i checked the caustics in the water material I obtained a very dark version as you can see on the attached file.
Not sure why that is? Would you know?
Thanks so much
Alex
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Sorry forgot to ask this, what is the use of the box 1 in the file?
Thanks again
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For the first few passes caustics are always are very dark. You need to wait for more passes when caustics solution gets more refined, they should get significantly brighter. Another thing is that my water material is unrealistically darkened and tuned for rendering without caustics. If you want to use caustics, you need to click on colour swatch bext to refraction and set its colour to pure white. And finally make sure that you've enabled caustics in water material, as well as in render setup>performance tab. You can uncheck "generate caustics from enviroment" if you want faster rendering, or leave it checked on if you want more accurate result.
P.S. at the moment caustics doesn't work well with region render, so unfortunatelly you need to render full image to get accurate results.
P.P.S. box is just a light blocker to prevent light leakage through one sided floor mesh. It's has no significant importance in the scene.
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Hello Romullus,
sorry for the late feedback and results but finally got around to it.
So I modified the water material to pure white in the refraction and checked caustics in both the water material and the performance tab.
For the purpose of this I am lighting the scene with a HDRI in the 3ds max enviro slot.
Nevertheless after 25 passes the footprints are still quite dark so not sure where to go from here. The issue I guess must be from the water material because as soon as its caustics is checked it darkens dramatically the footprints.
I also did a test with the planks isolated and it rendererd lighter and the cautics element was brighther as should be expected.
Anyways if you have any last wisdom it would be welcome.
Thanks and have a nice day
Alex
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I don't have experience with caustics, but i see that others complains that Corona caustics are working bad in bigger scenes. It's possible that this can be improved by adjusting some parameters in render settings, but as i said, i have no experience with that and can't advise you anything useful. I suggest you to think about turning off caustics for footprints and instead go with slightly darkened refraction, like in my example scene. This should render much faster and result probably won't be much different thank with working caustics.
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Thans for your help this is exactly what I will do.
have a nice week end
Alex