Author Topic: Random by tile - brightness variations and mushy seams  (Read 391 times)

2025-07-17, 16:21:48
Reply #15

zaar

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Roughness modulation seems to be the thing that causes it, in low resolutions. Good find! Thanks you for your help!

2025-07-17, 16:55:26
Reply #16

maru

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Nice! Perhaps this is something we could improve. I'll check with the devs.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2025-07-17, 17:00:51
Reply #17

zaar

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Yesterday at 13:51:18
Reply #18

maru

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Ok, hopefully this is the final solution to the brightness differences:

Please revert all the changes in normals filtering, or any other advise I shared before. It shouldn't affect the issue.

Reload the texture you are using for your normals, but in the 3ds Max "Select Bitmap" dialog click on the "data image" button and only then open it. This will load the texture in "raw" mode and it should appear correctly, with no brightness variations. You may need to change the settings in your Corona Normal so that the shading is correct. For example, you may need to disable the "add gamma to input" option. I always test this by applying the normal to some simple object and placing a strong light next to it, to see if the shading is ok.

My understanding is that the colors of the normal map were not interpreted correctly and instead of "generally facing upwards" it would render as "generally facing a specific direction", which resulted in shading differences when it was rotated. So this is yet another fun exercise thanks to the 3ds Max color management.

PS. in the attached images Mapping Randomizer blending is set to 0, that's why tiles are visible.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

Yesterday at 15:22:20
Reply #19

romullus

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Reload the texture you are using for your normals, but in the 3ds Max "Select Bitmap" dialog click on the "data image" button and only then open it. This will load the texture in "raw" mode and it should appear correctly, with no brightness variations.

Are you saying that pressing data image button is not the same as manually overriding gamma to 1.0?
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Yesterday at 15:25:13
Reply #20

maru

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There is no gamma override when using the OCIO workflow. :)
I guess the normal map was originally loaded with OCIO/ACES applied and this caused the issue.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

Yesterday at 15:29:50
Reply #21

romullus

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I see. Glad to not have to deal with those new colour management stuff. Will stay with gamma workflow as long as possible.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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