Author Topic: Real displacement textures  (Read 9235 times)

2016-11-11, 12:40:13

O-mans

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Use real displacement textures and megascans
by corona displacement in Corona materail
it very good bcoz used interactive render easyer to see in real time

thank you

2016-11-11, 17:21:15
Reply #1

maru

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Hey, that is looking really nice, although maybe a little bit too bright to my taste...
Just out of curiosity - are you sure you are loading bump and normal maps with the correct gamma?
In case of normal maps, you should see a warning from Corona if the map is loaded with wrong gamma.
In case of greyscale bump/displacement maps, they should be usually loaded with gamma manually overridden to 1 in the "load image" dialog.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2016-11-11, 20:16:27
Reply #2

Jadefox

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Hi O-mans

With RDT do add a displace modifier to your plane ? ( not talking about corona displacement modifier )
Can you give a bit more detail as to how you get it so nice and bumpy, mine still looks a bit flat

Would appreciate

2016-11-12, 07:38:22
Reply #3

O-mans

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Hey, that is looking really nice, although maybe a little bit too bright to my taste...
Just out of curiosity - are you sure you are loading bump and normal maps with the correct gamma?
In case of normal maps, you should see a warning from Corona if the map is loaded with wrong gamma.
In case of greyscale bump/displacement maps, they should be usually loaded with gamma manually overridden to 1 in the "load image" dialog.

Hi,thank you I didn't know about gamma before use it, I'll change

Thanks

2016-11-12, 07:41:21
Reply #4

O-mans

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Hi O-mans

With RDT do add a displace modifier to your plane ? ( not talking about corona displacement modifier )
Can you give a bit more detail as to how you get it so nice and bumpy, mine still looks a bit flat

Would appreciate

Only displacement in slot material but need to have many segments in plane
« Last Edit: 2016-11-12, 09:30:06 by O-mans »

2016-11-12, 09:31:14
Reply #5

Avan

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Also you should use quite big displasment value. Yesterday i tried RDT with new pbr model in corona and it works like a chram.

2016-11-12, 10:42:14
Reply #6

Fritzlachatte

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Is it a appropriate approach to put the gloss map into the Reflection-Color slot ?!
They are offering a Hi-Gloss and Gloss- map in their packages. Is it suitable to put HI-Gloss into Reflection-Color and Gloss-map into Refl.Gloss?
Or keep the Refl.-Color blank/white...
Although the value of 50 in the bump slot might be very high even if your units are set to mm.

 

2016-11-12, 11:25:37
Reply #7

Avan

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When you put RDT in corona (new PBR model) you have to use inverted "roughness" as glosiness (than tweak output for more realistic result), ior leave at 1.6 (opaque materials) or use "glosiness" in it. I think it looks pretty good now. Before PBR you had to use some LUT and output Dubcat's correction and node.

2016-11-12, 11:55:48
Reply #8

Avan

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The other reply with setup and result. It looks very close to the marketing RDT images. Image below was rendered in corona (pbr mode on).


2016-11-12, 14:26:52
Reply #9

Fritzlachatte

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Quote
use inverted "roughness" as glosiness

Thanks, I somhow thaught, inverted roghness would be 1:1 the same as glossiness. But I just tried it in PS and I was wrong :-)

Is there any use of the added HI- and "normal" Glossiness-maps. Otherwise I wouldn´t know where to put them in.
Have you ever tried out the use of the AO-Maps for example with RDT stonewalls, to make the boulders appear more aged?