Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] General Discussion => Topic started by: Archger on 2014-09-02, 19:45:47
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Hello, first post.
I was looking for documentation on materials and couldn't find it any where. I see a lot of requests on features which i understand would make the renderer more attractive and complete, but what i would really like to see is a material guide. Having a guide similar to viscorbel's (http://viscorbel.com/vray-materials-theory) would be great for people who are starting to learn Corona or who come from another renderer. Corona render settings are so universal that there is no need to mess with them for different scenes. I would do it myself but I don't have the technical knowledge or time and I believe having a guide on materials would be useful to anyone who is looking to switch to Corona.
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Yeah it's should be too perfect. :D
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That would be awesome
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http://arttalk.ru/forum/viewtopic.php?t=10547
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http://arttalk.ru/forum/viewtopic.php?t=10547
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Is there a translated (english) version out there by any chance? It would be awesome :)
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Here's original: http://www.marmoset.co/toolbag/learn/pbr-practice
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Here's original: http://www.marmoset.co/toolbag/learn/pbr-practice
Awesome :) you're the man! Tnx!
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Hi,
Just an question, this Marmoset Toolbag something simillar like the Quiexel ddo ? Or any differences between those stuffs ?
http://quixel.se/dev/ddo
Cheers folks !
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http://arttalk.ru/forum/viewtopic.php?t=10547
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Is there a translated (english) version out there by any chance? It would be awesome :)
Is there a translated (english) version out there by any chance? It would be awesome :)
Oh, sorry(
I forgot that the link is not english version))
Thanks, romullus, for correct link!
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Just an question, this Marmoset Toolbag something simillar like the Quiexel ddo ? Or any differences between those stuffs ?
It's two completely different softwares. Quixel suite (nDO, dDO) is texture authoring package. It's creation tool.
Marmoset Toolbag is real-time content viewer, with material and lighting system.
Only thing they share is Computer/Video games oriented market, but there is no reason why you can't use them elsewhere.
I used Marmoset to quickly play with my normal maps for sculpted things I did in Zbrush, and I use nDO to create all my normal maps to be used for regular off-line rendering.
The PBR guide is excellent thing to go through, even though it can't be applied directly (unfortunately...) to Corona/any other renderer (with slight exception of Maxwell, which shares half the principles),
because Specular/Glossy workflow which we use (and which is subpar) is different from Metalness/Roughness workflow from general (Disney's)PBR model.
Still, you learn lot of important concepts:
1)Everything is darker in diffuse than we would think.
2)Things are more reflective then we think, and the surface specular reflection varies because of its roughness (inverted glossy parameter, but driving both intensity and spread) not because of specularity (single material surface is mostly even).
3)Metals do not have diffuse property, in pure form they only contain specular reflection. That's why metals and non-metals should be created in different manner.
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Thank you Juraj !
I'd learned something new again...
I never thought about the diffuse is darker than we would think...I'll keep in my mind. The second and the third point is obvious...