Author Topic: Addition to CoronaWire  (Read 3542 times)

2016-11-14, 14:38:39

matsu

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One feature - maybe small, but possibly very useful - would be to have the option to soften the edges of the CoronaWire map. Even better would be to be able to control the falloff curve, and to have it work properly as a bump map.

Very useful when making tiles and such, since you can completely skip UVW mapping.

2017-03-16, 19:58:59
Reply #1

Ondra

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added
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-06-13, 15:05:38
Reply #2

PROH

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@Ondra: Yes, falloff is added, but it still doesn't work as a bump map (Corona 1.6.1).

Any plans to do so?

2017-06-14, 09:38:53
Reply #3

Ondra

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yes, there will be bump adapter in 1.7
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-06-14, 09:46:36
Reply #4

Frood

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Does that mean we can finally pipe everything through some "CoroaBump" node  and it converts RGB to bump no matter where it comes from? And will it handle blurring + filtering as well?


Good Luck


Never underestimate the power of a well placed level one spell.

2017-06-14, 13:50:46
Reply #5

Ondra

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yes on all. As a sidenote, using "native" bump will be probably still faster in maps that support bump mapping.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2017-06-14, 17:19:41
Reply #6

Frood

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Well, that´s good news! I have allways wondered why there is no default max map doing exactly this.


Good Luck



Never underestimate the power of a well placed level one spell.