Author Topic: 3ds max (V-Ray) ► Cinema 4D (Corona)  (Read 9506 times)

2018-03-20, 18:53:39
Reply #15

Eddoron

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I should add position, world space and thickness maps to my materials.

2018-03-20, 20:05:02
Reply #16

mrittman

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Hey guys I am trying to figure out the AO as you were saying. I rendered the back of the model, and it appears jagged, as I think it is related to an AO problem? I have also attached an image showing the breakdown of the material setup. I'm just unsure what I am supposed to do. Any ideas?

2018-03-20, 20:38:16
Reply #17

Cinemike

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I was not referring to AO as the effect in Corona but to AO textures that come with texture sets.

The AO shader you would use as a mask, you would add or multiply it, and with a much lower value than 100 cm mostly.
« Last Edit: 2018-03-20, 20:45:27 by Cinemike »

2018-03-20, 20:40:02
Reply #18

Cinemike

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I often feel overrun with the various names of the texture maps out there and I am still not quite sure, for example, what to do with the AO textures some distributors offer (probably mixing with albedo/diffuse or abuse in some slot I have not yet thought of).
That's how I use the AO, layer it with the diffuse and blend as needed.

So I am not doing it totally wrong ;)

2018-03-20, 20:52:13
Reply #19

mrittman

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Oh I gotcha. Dang it, they didn't include an AO map :/
I found this for adding the worn edges effect:
https://help.c4d.corona-renderer.com/support/solutions/articles/12000030787-how-to-use-ambient-occlusion-

2018-03-20, 20:53:50
Reply #20

Beanzvision

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I often feel overrun with the various names of the texture maps out there and I am still not quite sure, for example, what to do with the AO textures some distributors offer (probably mixing with albedo/diffuse or abuse in some slot I have not yet thought of).
That's how I use the AO, layer it with the diffuse and blend as needed.

So I am not doing it totally wrong ;)
Apparently not! ;)
Bengamin Jerrems l chaos-corona.com
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2018-03-20, 21:12:41
Reply #21

Beanzvision

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Oh I gotcha. Dang it, they didn't include an AO map :/
I found this for adding the worn edges effect:
https://help.c4d.corona-renderer.com/support/solutions/articles/12000030787-how-to-use-ambient-occlusion-
You could probably make an AO map using this free software.
https://shadermap.com/home/
Bengamin Jerrems l chaos-corona.com
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2018-03-20, 23:19:05
Reply #22

mrittman

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It seems the edges of the texture are being stretched a lot. I can't figure out what would be causing this.

2018-03-20, 23:37:54
Reply #23

Cinemike

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Could be distorted UVs in an SDS, hard to say from scratch ...

2018-03-21, 00:16:05
Reply #24

mrittman

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Is it okay the way I've done it? I basically applied the material to the geometry, then dropped it into subdivision surface.

2018-03-21, 00:26:03
Reply #25

Eddoron

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you should check the topology before adding SDS. Tris & catmark don't mix on non-planar areas. Also, check the UV interpolation options.

2018-03-21, 04:00:58
Reply #26

iacdxb

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It seems the edges of the texture are being stretched a lot. I can't figure out what would be causing this.

SDS... make editable and Relax the UV again, stretching will be fixed.

...
Windows, Cinema 4D 2023.

2018-03-21, 08:50:06
Reply #27

Eddoron

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Just look at your tools:


Quote
The edge weighting is somewhat more precise than the older types. It can be fine-tuned more precisely for larger weighting (i.e., just under 100%).

OpenSubdiv Catmull-Clark


This type represents the old Catmull-Clark type in the Pixar implementation with the aforementioned differences. If no weighting is defined or no OpenSubdiv-specific functions are used, the result will precisely represent Catlmull-Clark. Only four-sided polygons will be generated in contrast to the next type.


OpenSubdiv Loop

This type is for use in special pipelines (e.g., game development). It is designed for processing triangles; if quads are present, they will be triangulated before smoothing. The subdivided, smooth object is only made up of triangles. The subdivision process differs from the normal Catmull-Clark types:



Catmull-Clark subdivision (top) and OpenSubdiv Loop (bottom) with different subdivision of objects.
Vertex, edge and polygon weighting also work in this mode.

OpenSubdiv Bilinear

This type principally works the same way as the Subdivide … command with a disabled Smooth Subdivision option. It subdivides but does not smooth. It creates a type of non-destructive subdivision (which can be reversed at any time).

OpenSubdiv Catmull-Clark (Adaptive)

This option enables a special type of tessellation that is calculated by the GPU (the shaping is similar to OpenSubdiv Catmull-Clark). Since internal OpenGL shaders are used, Hardware OpenGL must be enabled in the Preferences menu. Otherwise only the un-subdivided cage object will be displayed.

A reminder: the GPU tessellation visible in the Viewport is not available as geometry for rendering.

Subdivide UVs

The Subdivide UVs setting resolves the problem of texture seams along the edges of adjoining small and large polygons. The Standard mode corresponds to the normal functionality. The Boundary and Edge modes apply Subdivision Surface algorithms to the UV mesh of non-OpenSubdiv types and subdivide it accordingly.

When Subdivide UVs is set to Boundary or Edge, the UV mesh will be altered and may cause parts of the texture to be hidden.
Example:



Suppose you have textured a low-poly cube 1. using the Checkerboard shader 2.. After hours of creative work, you Drag & drop the cube into a Subdivision Surface object and notice that the texture is stretched out of shape 3..

Here’s where the Boundary and Edge functions come into play (experiment to find out which function works best for you). For this example, the Edge mode was chosen 4., which preserves the original outer edges of the UV mesh.


RELEASE 18

Subdivide UVs

OpenSubdiv types have their own settings that define how UV coordinates should be handled. The settings refer to UV islands and how inner and outer UV corners are dealt with. The following options are available in the respective areas (Linear means linear interpolation (= no smoothing, no subdivision))):

Linear, None: No linear interpolation will take place, everything will be smoothed
Linear, Corners Only: The linear interpolation is restricted to corners (UV vertices that are only part of a UV polygon)
Linear, Boundaries: Linear interpolation will only take place along the edge of UV islands, the outline is maintained, the inside will be smoothed
Linear, All: A strict inner and outer linear interpolation will take place, absolutely nothing will be smoothed, the UV islands’ outlines will remain constant
Boundary Interpolation



Use this setting to define whether or not corners should be smoothed. What are corners? Corners are vertices that belong only to a single polygon. Note in the image above how the corners are not smoothed if Edges and Corners is selected.

Edge

All corners will be smoothed.

Edge and Corner

Corners will not be smoothed.

from: https://help.maxon.net/#OSDS-ID_OBJECTPROPERTIES

2018-03-21, 14:42:01
Reply #28

mrittman

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Thanks guys, I appreciate it. Definitely an issue with SDS and UVs. I need to make changes to the geometry, so I would prefer being able to keep the SDS and not making it editable. Not sure that's possible I guess :/