Author Topic: Corona Ocean shader - like Mental Ray  (Read 29755 times)

2015-07-23, 12:24:02

redlad

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Hi,

Does Corona have any kind of procedural map for water surfaces? Mental Ray has a really handy one (water, reflective surface (bump)), that's quite effective to use on flat surfaces.

Any thoughts are welcome :)

Thanks

2015-07-23, 13:59:24
Reply #1

romullus

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Not yet. You can post about it to feature request section, as i don't recall anyone asking about it.
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2015-07-23, 14:06:35
Reply #2

Ludvik Koutny

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Nope, Corona does not have any and I doubt there will be any in the future, because Corona does not go the the task specialized shaders way. That being said, 3ds Max has strong procedurals, so you can easily build one yourself, like the one I am attaching.

2015-07-23, 14:29:08
Reply #3

romullus

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That's a pity, because i was about to ask to add something like Mental Ray's landscape material :] Just don't say it's possible to do with bunch of fallof and noise maps. I know it is, but it's so much more convenient to have it in one place. BTW, it's nice idea for one of your future tutorials ;]
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2015-07-23, 14:37:07
Reply #4

Ludvik Koutny

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That's a pity, because i was about to ask to add something like Mental Ray's landscape material :] Just don't say it's possible to do with bunch of fallof and noise maps. I know it is, but it's so much more convenient to have it in one place. BTW, it's nice idea for one of your future tutorials ;]

That's funny, I actually never successfully used landscape material. Every time i tried, i just could not get the result i needed, so i ended up using bunch of falloff and noise maps, which ended up being both faster and easier to control. I may actually do some tutorial about it indeed :)

Actually, i wish Autodesk did not give up on improving stuff that's already in 3ds Max. That way we could get groups/compounds in slate editor - and I could easily make compounds of maps that are wrapped up in a single node with custom inputs :) So I could recreate landscape shader for example :)

2015-07-23, 15:40:49
Reply #5

ktulu

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Nope, Corona does not have any and I doubt there will be any in the future, because Corona does not go the the task specialized shaders way. That being said, 3ds Max has strong procedurals, so you can easily build one yourself, like the one I am attaching.

Hey,
thanks for the file. I just opened it in Max 2016, Corona 1.1.1 and that's the result I got after hitting the render button.
Was the shader supposed to look like this? Or is there something, that I should change in my settings for it to render properly?

Thanks,

Edit: Replaced attachment with a jpeg. I guess using PNG wasn't the best idea after all.

2015-07-23, 16:08:57
Reply #6

Paul Jones

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Looks to me like a displacement bug.

2015-07-24, 05:00:49
Reply #7

borisquezadaa

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What about this?
http://www.guillaumeplourde.com/
Maybe its corona compatible.
Looks pretty good.
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2015-07-24, 09:19:11
Reply #8

-Ben-Battler-

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Hey,
thanks for the file. I just opened it in Max 2016, Corona 1.1.1 and that's the result I got after hitting the render button.
Was the shader supposed to look like this? Or is there something, that I should change in my settings for it to render properly?

Thanks,

Edit: Replaced attachment with a jpeg. I guess using PNG wasn't the best idea after all.

You have to disable the Water Lvl. in the displacement section of the material.

BR
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2015-07-24, 11:15:50
Reply #9

ktulu

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You have to disable the Water Lvl. in the displacement section of the material.

BR

Thanks Ben,

this surely helped get rid of the weird holes in the mesh. With the default subdivision the faceting remains however. Turbosmoothing the plane certainly helped. Am I correct thinking, that adaptive displacement in the newest daily should take care of this automatically?


2015-07-24, 11:41:49
Reply #10

Ludvik Koutny

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Yep, sorry. I've rendered it with a new Corona 1.2 displacement. 1.2 version should be out next week, so you can give it a try straight ahead. Or, you can simply put displace modifier on top of the plane, and plug the map i used for displacement in there. :)

2015-07-24, 12:00:12
Reply #11

-Ben-Battler-

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Thanks Ben,

this surely helped get rid of the weird holes in the mesh. With the default subdivision the faceting remains however. Turbosmoothing the plane certainly helped. Am I correct thinking, that adaptive displacement in the newest daily should take care of this automatically?


While still below 1.2 instead of using a Turbosmooth modifier you can as well just increase the Max subdiv per poly slider in the Performance Settings.
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2015-07-24, 15:41:52
Reply #12

ktulu

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Rawalanche and Ben, thanks heaps guys. I've surely learned something new today.

2015-07-29, 05:02:53
Reply #13

Christa Noel

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What about this?
http://www.guillaumeplourde.com/
Maybe its corona compatible.
Looks pretty good.
never heard before & looks good. maybe better than max procedural, have to try this soon.
thanx for the suggestion borisquezadaa.

2015-07-29, 20:57:45
Reply #14

borisquezadaa

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Also i like to add an excellent texture map that comes with Phoenix FD called PhoenixFDOceanTex i just tested it using Displacement in Corona material with good result.
This implementation from chaosgroup is better cause is a procedural texture both vector based or normal based, and the result has no tiling whatsoever.
You can even extract (render) the map for later use in order to get rid of the plugin.

Disregard tearing edges. Rendered in corona 6
« Last Edit: 2015-07-29, 21:24:28 by borisquezadaa »
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