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Messages - PWM-E

Pages: [1] 2
1
[C4D] I need help! / Re: Material help.
« on: 2024-08-16, 00:19:51 »
I was hoping to avoid doing that with decals but looks like it will be he way

2
[C4D] General Discussion / Shadow catcher material question.
« on: 2024-08-13, 17:53:39 »
When I make shadow catcher material and add bump.

The Corona sky and the Corona sun light the scene.

When the calculation starts I can see the bump details but later in the calculation, it all turns into mush.

I added 2 screenshots.

I have assigned 30 Passes.
No denoise
GI solver is Path Tracing

Camera settings have Bloom at default.
Aperture is at F11







3
[C4D] I need help! / Re: Material help.
« on: 2024-08-06, 21:50:56 »
Take a note:
Always show your current W.I.P along with visual references of your intentional goal and, if possible provide your "look-dev" scene.
Otherwise we're all wasting time with guessing... and merely expressing personal opinions.

Also, check "Cosmos" library and other resources... e.g. https://www.corona-materials.de/en/material-library/-

Yeah, my bad.

Basically here is what I did in Octane some time ago.

Basically, the idea is to make the same in Corona. I have piped in a ton of different noise maps to generate various different layers of dirt and linked gradients to them to have variation in dirt

Currently, in corona I have bog standard tire material with nothing fancy
attached image



4
[C4D] I need help! / Material help.
« on: 2024-08-06, 16:53:02 »
I want to make a car tire shader

however, I am banging my head on how to make it more procedural.

I want to drive sidewall via the vertex map and dirt on the main surface via another vertex map

How do you set up vertex maps in corona c4d

Ideally, I want to be as procedural as possible so I can reuse it on different tires.

I made one for octane but struggling for Corona

any ideas/recommendations or examples I could follow?

Thank you

5
[C4D] I need help! / Procedural Dust and dirt
« on: 2023-11-15, 23:40:19 »
Hello, Fellow community.

I am trying to understand how to make a dusty/dirt surface with corona physical material.

I tried to make it but it does not look good at all.

Ideally, I want to make something like this

or any other tips to make this.

ideally, I want to control the spread etc.

attached image for rough idea of what i want to do


6
[C4D] I need help! / Re: Custom material
« on: 2023-10-03, 15:42:41 »
See attached...


Yeah, I tried to use fresnel but it could not find a way to drive the discolorization in localized areas.



Fresnel is just a kludge as the coloration of the weld is due to heat/oxidisation not viewing angle. A colourised noise would probably work as instead.

DUDE. I must apologize in advance but I am so gonna poke you when I get more material questions.

This works so well !!! I still need to weak things but. Ufff

7
[C4D] I need help! / Re: Custom material
« on: 2023-10-03, 12:19:08 »
Yeah, this one looks like a good base for the test.

Will have a work with it and post results later

Thanks mate !

8
[C4D] I need help! / Re: Custom material
« on: 2023-10-02, 12:05:29 »
See attached...

Choom That looks like a good base for what I need !!!

Yeah, I tried to use fresnel but it could not find a way to drive the discolorization in localized areas.

But this looks like the one. I will have a go later today and send some previews

Thanks

E


9
[C4D] I need help! / Re: Custom material
« on: 2023-10-01, 13:02:08 »
Thanks.

I will have a play

10
[C4D] I need help! / Custom material
« on: 2023-09-30, 13:45:53 »
Hi.

I am trying to replicate this type of material,( Heat treated )

Coming from octane I would use a dirt map and some tweaking afterwards.

What would be the go-to method in Corona's physical material?

I understand it would not really work on flat surfaces but I have modeled the weld spots on the headers and joints so I believe there is something I can do with high maps

ideally, I want the effect to be around the edges of the welds and on the welds themselves.

The alternative is to make another material and use the WELD displacement map I have also used in the past.



Any help would be appreciated


11
The thread can be closed.

Problem solved.

Thanks all !!!

12
Thank you.

Will give that a go !

13
Not sure what your solution is, did you break the mesh up and each finger is a separate object? Well anyway, assuming you made each "part" into a separate object, you can add a Corona Compositing Tag to each part. The one part that will render, leave all the options ON. All the other parts, turn OFF Seen By Camera. This way, shadows should still appear on each part as if it were whole. You just need to have those settings changed so you can render each part. Hope that makes sense.

I tried your method but that then leaves me to many back faces as I split mesh in chunks but they are not 2D chunks if that makes sense for example, the Wrist is a round object. Unless there is way to exclude backfaces

The shadows were nice tho

14
Hey.

That is something I nee to try now.

I just chucked Shadow catcher on each part leaving out the one i wanted to render each time ( 6 parts in total)

But Compositing tag looks a lot better

let me test that and get back to you

15
I think I figured out how to but shadows do not look as soft as they would look if the glove is rendered as one.

Is this due to the fact light is no longer bouncing off the white surface but shadow catcher, therefore, shadows look a lot darker when I render each part separate.

Thanks

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