Author Topic: Material - diffuse/reflection colour vs level  (Read 10757 times)

2013-12-03, 16:13:26

furyferret

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Hi,

I am one of the many people migrating from Vray to corona, as it is incredibly simple and fast, and dare I say it - better quality than Vray! However as I am someone who is well versed in Vray, some elements of Corona are a bit confusing to me.

The one I am mainly unsure about is the material colour vs level thing? What difference is there between the diffuse colour and level setting? Also the same with refections/refractions? Any guidance would be awesome.

2013-12-03, 16:21:24
Reply #1

Ondra

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it is just a multiplier applied to both the texture and color. Setting 50% gray rgb and 1.0 level is the same as 100% white RGB and 0.5 level
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-12-03, 16:41:05
Reply #2

furyferret

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Thank you for the quick reply!

2013-12-03, 16:58:57
Reply #3

martinS

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I've got a similar issue, which might fit in this topic. When I convert vray materials to corona (via corona material converter), the result does not seem to look like the original vray material. It's like the reflection- and glossiness-settings don't fit. It's much more reflective... Even though the amounts were translated correctly.

Any ideas, guys?

2013-12-03, 17:04:05
Reply #4

Ondra

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I've got a similar issue, which might fit in this topic. When I convert vray materials to corona (via corona material converter), the result does not seem to look like the original vray material. It's like the reflection- and glossiness-settings don't fit. It's much more reflective... Even though the amounts were translated correctly.

Any ideas, guys?

Is it more reflective in a scene, or in material editor? I have a hunch vray clamps way more glossy GI than Corona, so the converted scenes come out brighter than they should
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-12-03, 17:13:05
Reply #5

martinS

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especially when it comes to materials like steel, they come out more reflective in the editor AND the scene. in those cases I do adjust the IOR amount manually from 999,99 to i.e. 18 - still, the reflection does not match up.

2013-12-03, 17:24:57
Reply #6

martinS

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btw, does the material editor display the mat's in a different way than the scene? Sure, the scene probably has a different lighting, but apart from that?

2013-12-03, 18:31:07
Reply #7

Ondra

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displacement is disabled in mtleditor. Other than that, there are no significant differences.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-12-04, 13:22:24
Reply #8

Juraj

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I would say that what Keymaster suggested sounds true to me. Unless you use sub-pixel "OFF" (unchecked) or high amount of material subdivs on metals in Vray, you will not keep the same energy to reflectance as there should be because it will clamp. Most people over-compensate this.

Other thing is, that glossy levels range [0-1] don't correspond at all with Vray, and neither the texture driving amounts to same result. I don't think it's better or worse just different, but definitely needs some using to, preferably creating most crucial materials from scratch. I only keep converted mats for non-important things like decor.
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2013-12-04, 15:27:35
Reply #9

martinS

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true word juraj! I finally left the converter behind and create my own materials... kind of makes sense to go in-depth with corona in that way ;-) Still, I'm enjoying corona more and more and love the results I'm getting.

thx juraj, thx keymaster

2015-01-21, 11:49:40
Reply #10

mrsacan

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it is just a multiplier applied to both the texture and color. Setting 50% gray rgb and 1.0 level is the same as 100% white RGB and 0.5 level

I didn't want to start a new thread because of a quick question about this level-rgb thing. As you mentioned above, there's two ways to get same result. But is there a render-time difference between them, or just same?

2015-01-21, 12:44:20
Reply #11

Ondra

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they are 100% same in all regards
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)