Author Topic: c4d/ Corona material question  (Read 3097 times)

2018-04-28, 11:21:49

Barendby

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in other packages you can give maps a percentage to use. In c4d some you can but not all.
What is the best way to do it where it is not by default? To use a layered material?
For instance if I add a glossiness map under reflection, I don't have a mix strength.

2018-04-28, 14:53:12
Reply #1

iacdxb

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Earlier it was requested to add mix strength in glossiness but Corona team feels better in other way....!
It will be handy if its added.

You can use Corona "Color Mix" shader to mix strength of texture.
Layer material best for masking material/ texture and in some complex materials.

...
Windows, Cinema 4D 2025.

2018-04-28, 14:53:28
Reply #2

Cinemike

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in other packages you can give maps a percentage to use. In c4d some you can but not all.
What is the best way to do it where it is not by default? To use a layered material?
For instance if I add a glossiness map under reflection, I don't have a mix strength.

I usually use a filter shader.

2018-04-28, 15:14:03
Reply #3

Barendby

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thanks guys. I think the color mix is probably the easiest. I will try it for a while :)

2018-04-28, 16:29:20
Reply #4

Beanzvision

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in other packages you can give maps a percentage to use. In c4d some you can but not all.
What is the best way to do it where it is not by default? To use a layered material?
For instance if I add a glossiness map under reflection, I don't have a mix strength.

I usually use a filter shader.
Me too!
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Portfolio l Click me!

2018-04-28, 18:23:32
Reply #5

ficdogg

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+1 on the filter shader I use it 90% of the time to fine tune textures.
But some texture packages come with suggested values(usually in %) for the texture value, in those cases, I use the Fusion shader, drop the texture in the base channel and drop a white color in the blend channel.

The third option is a bit rough and dirty but is quicker than any of the previous methods is to increase/decrease the exposure of the texture.

2018-04-28, 20:10:24
Reply #6

Cinemike

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The third option is a bit rough and dirty but is quicker than any of the previous methods is to increase/decrease the exposure of the texture.
If I need to just invert the texture (a roughness map instead of a glossiness map), I go down to that place, too :)