Chaos Corona Forum
General Category => Gallery => Work in Progress/Tests => Topic started by: marioteodoru on 2014-11-24, 02:07:49
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Hello,
I am trying to achieve organic SSS, but i really don't understand the relationships between all the parameter. Can anyone help me out with some advises to obtain a realistic look ?
Thank you!
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To be honest, I would wait 1 week for corona 1.0 to be released, then you will have proper SSS and can take a correct approach rather than faking it.
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Hello,
i'm interested more in understanding how each parameter affects sss. there is a relationship between translucency and absorption distance which i'm not able to see how it works exactly.
how do u know it's gonna be released in a week ?!
:D
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Read the Blog,
Prices & Release Date of Corona Renderer 1.0 for 3dsmax
"Sales will start in November. We do not want to give you exact date yet – we still want to cram in some new features. Let’s leave it as surprise. We will try to deliver Corona Renderer for 3ds max as soon as possible."
https://corona-renderer.com/blog/prices-release-date/
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To be honest, I would wait 1 week for corona 1.0 to be released, then you will have proper SSS and can take a correct approach rather than faking it.
What makes you think SSS in 1.0 will be any different than current one?
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Hello,
i'v read the blog, and we're still past past half november. So....
Anyhow, keymaster, maybe you can help me a little bit. Looking at the material printscreen, do you think i can do anything to improve the material now?
Thank you!
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Have you tried to use a search?
https://forum.corona-renderer.com/index.php/topic,5427.msg37248.html#msg37248
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Thanks man :)
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Hello,
I'm coming back with a request from help, maybe from keymaster if it's possible.
I can not make it work, after 4 days now, of trying to find a working displacement.I tried a lot of variations from zbrush multimap exporter. I will make another test with a different render, but basically, this should work.
Did anybody meet with this issue? Does anyone here has a advice for me?
Thank you
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My guess would be - too low resolution and too low bith depth image is used for displacement. Because displacement maps aren't filtered in Corona, you get those perfectly square artifacts.
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I would blame displacement as well.
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Is this grid still visible when you:
-disable bump map and enable displacement
-disable displacement and enable bump map
?
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Hello,
thank you all for your input.
I just gave up on the AUVTiles zbrush uv map, and made a regular uv map. It seems to be ok now.
So i'll get back trying to nail down the SSS