Author Topic: Difference between photoshop textures and creating them in Corona  (Read 3790 times)

2016-06-08, 17:34:39

Jadefox

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Hi There

I would like to know is there any difference in creating a layered diffuse in photoshop for example
a metal texture with scratches and peeling paint and then converting the diffuse to spec and bump maps
in relation to applying this layered method in corona material editor..

In other words base then paint then scratches and all of the layers that I did in photoshop for my diffuse
I hope this makes sense

Regards


2016-06-08, 18:36:30
Reply #1

romullus

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Doing it in photoshop would be less expensive resourse wise, but you'd loose interactivity, doing it with map nodes in max would be interactive, but you'd loose powerful photoshop tools.
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2016-06-08, 18:58:46
Reply #2

Juraj

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Given how slow all the composite nodes in 3dsMax are, I don't find the interactivity to be so interactive, unless the occasional full-crash counts :- ).

You can put .PSD into 3dsMax as texture format and live-update, which has something from both worlds. Also heavily composited textures in Max often suck in viewport (not just in performance, they often visually differ).
They really could update this thing in this regards, don't want to sound like broken radio :- D but let's look at UE4....
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2016-06-08, 19:13:00
Reply #3

romullus

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You can put .PSD into 3dsMax as texture format and live-update, which has something from both worlds.

Of course, except... that you can't do that with Corona. CoronaBitmap won't accept PSD and Max's bitmap will crash 3ds Max, the moment you'll edit file :[
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2016-06-08, 19:40:03
Reply #4

Jadefox

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Thanks for the reply guys but What I am actually getting at is would there be a difference
in final material finished look,  if I created a diffuse in photoshop with all the finished layers in
relation to doing exactly the same thing in Corona except now All the different textures
have to be moved to all the different slots and as a beginner I see all these complicated
textures nodes that seems to continue forerver..

I would much rather create a single diffuse in Photoshop and convert that texture in Crazy Bump
and just slot three textures into a normal Corona material ?

Would I get exactly the same result ?

2016-06-08, 20:09:58
Reply #5

Juraj

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You're mixing up creation of a texture map, and yes, if you use the same blending modes in Photoshop and 3dsMax Composite nodes, the look should be identical. Overlay is overlay, 50 perc mix is 50perc. no matter where it is done as long as it's done in same space (non-linear or linear).

But you're also talking about whole material, which in PS case would be result of some plugin conversion (like CrazyBump, Quixel dDO, Allegorithmic Bitmap2Material,etc..) and no, unless you know what exactly these plugins do during conversion, you won't replicate the identically in Max. They are mostly set of actions that do some highpass and other filters apart from simple operations like BW conversion and levels adjustment, and there is no such node in 3dsMax shading network that you could use.

Also simply converting diffuse map will not give you correct material, these plugins don't know what is metallic, what is not,etc.. they just guess based on some thresholds and you can tweak it, but only up to a point. If you composite texture manually, and it doesn't matter if it's in Photoshop or 3dsMax, you can use individual layers in multiple maps. So your scratches that are white in diffuse, will be black in your bump-map, because they are bellow the surface. Automatic conversion would never do this for you, so you would end up with some nice bump-map, but not correct one.

I don't suggest looking at this from tools viewpoint, and instead study how to do the actual compositing (look up at "Materialism" series by Bertrand Benoit, mostly his layered metallic bowl with chipped paint). Compositing will be the same between PS and 3dsMax unless you introduce plugin that only exist in either.
{As matter of fact, some plugins, like Bitmap2Material also exist inside 3dsMax}

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2016-06-08, 21:03:28
Reply #6

Jadefox

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Thanks a lot Juraj

I still need a lot of basic training on materials and will ask a lot of newbie questions
in the forum

Appreciate you assistance