Author Topic: Adjusting highlights intensity of Corona lights  (Read 2496 times)

2024-05-29, 07:59:43

OleksandrMelnyk

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Hello everyone!
Why is there still no possibility to adjust the intensity of the highlights in the light source setting in corona render?
This is a very convenient parameter for object visualization, now you have to separately configure two light sources to achieve this (

2024-05-30, 10:40:21
Reply #1

maru

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Corona is a physically-based renderer so there is no distinction between "specular" and "reflection". If a light is more intensive, it will illuminate diffuse objects more and will be more intensive in reflections, just like in real life.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2024-05-30, 16:10:01
Reply #2

davemahi

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We understand that Corona is a physically-based renderer, but you allow little cheats here and there anyway. You also cant Exclude lights and include lights in a real world. I think all people are asking for is more control over the render! There is not photographer that does not photoshop the crap out of their images anyway, so I don't understand the argument about not letting people adjust stuff like this. To each their own I guess. But if it does not work that way under the hood that make sense.

2024-05-30, 16:52:51
Reply #3

pokoy

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We understand that Corona is a physically-based renderer, but you allow little cheats here and there anyway. You also cant Exclude lights and include lights in a real world. I think all people are asking for is more control over the render! There is not photographer that does not photoshop the crap out of their images anyway, so I don't understand the argument about not letting people adjust stuff like this. To each their own I guess. But if it does not work that way under the hood that make sense.
In Corona, it's not possible to completely separate lighting and reflection and control each independently. Same for diffuse vs specular, they can't be separated 'cleanly', that's also why there are some limitations to or artifacts produced by overriding certain 'ray types'.
In Vray, these ray paths are separately calculated and it's possible to just disable them.
So it's not due to a decision by the team but the technique used by the renderer itself.

2024-05-31, 01:59:29
Reply #4

Aram Avetisyan

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Using CoronaLightMtl

Use RaySwitch material, plug the main CoronaLightMtl into GI, a less/more intensive to the reflection slot.

Using CoronaLight:

Use the main light, disable visible in reflections. Create another light a bit apart, make it not shine light, but be visible in the reflections.

This is the closest way of doing what you want, and still, it is not the cleanest way, but a possible workaround.
Hope this helps.
Aram Avetisyan | chaos-corona.com
Chaos Corona QA Specialist | contact us

2024-06-01, 10:53:58
Reply #5

OleksandrMelnyk

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Using CoronaLightMtl

Use RaySwitch material, plug the main CoronaLightMtl into GI, a less/more intensive to the reflection slot.

Using CoronaLight:

Use the main light, disable visible in reflections. Create another light a bit apart, make it not shine light, but be visible in the reflections.

This is the closest way of doing what you want, and still, it is not the cleanest way, but a possible workaround.
Hope this helps.
It is a pity that it is impossible to implement this function in the corona (
I know the workaround you mentioned and I use it often, but it would just be convenient to have it all in the light source settings

2024-06-01, 11:25:34
Reply #6

maru

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You can also create a Corona Physical Mtl and enable clear coat in it. Then you can have different roughness value for the base reflectivity (let's call it "reflection") and a different roughness value for the clear coat (let's call it "specular"). Perhaps that would work for you.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2024-06-01, 15:06:13
Reply #7

OleksandrMelnyk

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You can also create a Corona Physical Mtl and enable clear coat in it. Then you can have different roughness value for the base reflectivity (let's call it "reflection") and a different roughness value for the clear coat (let's call it "specular"). Perhaps that would work for you.
No, it's completely different).
For me, only the option with duplicate light sources with different settings works