I must say, this tutorial was done by a pro (a teaching god, if you will). Breaking down to the simplest form and adding humor in it. Perfect, just perfect.
Thank you for the feedback! I will be sure Nejc hears the feedback :) And good though the tutorials are, we will always be looking for ways to improve them too, we're never going to sit still on that. Thanks! Tom
For feature requests, please post over on the forums as developers can't monitor UA-cam comments :) We have a dedicated forum section for that at forum.corona-renderer.com/index.php?board=38.0 - thanks! Tom
Oh no, normal maps are very much wanted, if you have them :) You can make an argument that normal maps contain more information in them so the bump effect can look more detailed - although it obviously depends on the quality of the normal map in question. Normal maps are supposed to be loaded into the bump slot of your material BUT before you plug it in there you should put the Corona Normal shader in between. So the order should look like this: Normal map bitmap -> Corona Normal shader -> Bump slot in the Physical MTL. Hope that helps! Nejc
Really usefull tutorial, really interesting! Just a clarification if you mind, using specular instead of ior without maps applied, gives it the same result? Another simple one question: is 1,5 ior value a phisical standard for all materials (not metals) or is it more an artistic choice? I mean is it correct to lower or increase the value to achive more or less reflections? like decreasing to 1,3 or less to avoid burn in reflections in some cases? Thanks!
Howdy and thank you for the kind words! Specular and IOR workflows both do the same thing its just how they get there that is different. Both of the workflows define the reflectance property of your material which is typically useful for putting even more details in your materials. For example, if you want to convert a Specular value (or a map) into an IOR value (or a map) you'd need to pay attention to the way the values are mapped as a Specular value of 1 is not equal to an IOR value of 1. To put it in more layman terms, they both control the same thing but they use different scales to get there. When it comes to using maps it all depends on what you have, simply set the material to Specular or IOR to match the maps provided with an asset. As for the default IOR value of 1.5, no, technically speaking that is not a physical standard for all materials. It is however a good averaged value that'll work just fine for most of your materials as the difference between, for example, IOR 1.4 and 1.6 is very minuscule - unless you're dealing with refractive materials. That said, if you're really into minute detail, you can check the handy IOR spreadsheets that are available online which have values for most of your everyday materials. And as for the last part of your question the answer is a bit trickier. Yes, you can lower the specular or IOR values to lower the reflectivity but that will affect the grazing angles (think of the fresnel equation) - which might not be what you want as that would technically be less realistic. Ideally, you'd define how strong the reflections are by upping the roughness on the parts that need to be dimmer because that's how reflections typically work in real life - the rougher parts still have full reflections to them its just that the reflections are rougher which in turns makes them appear dimmer. Of course, if you're dealing with scanned assets and there's parts that actually have a lower IOR / Specular value then you'd want to use the appropriate maps for those parts. So a bit long winded and a little generalized but hopefully it'll steer you in the right direction. We'd highly encourage you to visit our forums (forum.corona-renderer.com/) where we can typically dive even deeper. Nejc
@@ChaosCorona Thank you! Really helpful and exhaustive reply! I'm trying to understand how to correctly set up material using map for specular channel (like megascans provides) but i don't find many information, i don't know when i load a map if the specular value should be set to maximum or to default. I think I just have to keep trying!
@@Mathew86italy Thank you for the kind words, we are always happy to help! UA-cam comments make it a bit hard to discuss things in details (and to share screenshots etc.) so we would really recommend opening up a new thread on our forums where the discussion can be a lot more in depth. Nejc
Hi! Sorry, it is not possible to share the scenes shown in the video, because (like most scenes :) ) they use assets such as models and textures from various places which we do not have the rights to redistribute. We wouldn't be able to make videos so quickly if we had to model everything and create every texture ourselves from scratch. Thank you for the kind words about Corona for C4D! Tom
Just in case however if you'd like to play around with one of the assets that we can share then feel free to download the violin model - it has no textures with it (and there's a separate license that comes with it) but could still be useful to experiment with. Here's the link: data.corona-renderer.com/download/scenes/violin-free-c4d.zip Hope it helps! Nejc
Please Corona don't use this guy anymore on your videos. He rambles a lot and wastes people's time! Just get to the point and show the changes, there's no need for a 25 minute video to explain something that can be clarified in 5 min.
I must say, this tutorial was done by a pro (a teaching god, if you will). Breaking down to the simplest form and adding humor in it. Perfect, just perfect.
Thank you for the feedback! I will be sure Nejc hears the feedback :) And good though the tutorials are, we will always be looking for ways to improve them too, we're never going to sit still on that. Thanks! Tom
Nice demonstration, It would be amazing if you guys make the IPR window dockable inside Cinema 4D.
For feature requests, please post over on the forums as developers can't monitor UA-cam comments :) We have a dedicated forum section for that at forum.corona-renderer.com/index.php?board=38.0 - thanks! Tom
Thank you!
So Normal Map is not needed anymore?
Everytime i get texture maps, i get AO and normal maps and I don't know where am I supposed to put them
Oh no, normal maps are very much wanted, if you have them :) You can make an argument that normal maps contain more information in them so the bump effect can look more detailed - although it obviously depends on the quality of the normal map in question.
Normal maps are supposed to be loaded into the bump slot of your material BUT before you plug it in there you should put the Corona Normal shader in between.
So the order should look like this:
Normal map bitmap -> Corona Normal shader -> Bump slot in the Physical MTL.
Hope that helps! Nejc
@@ChaosCorona Thanks a lot! Very usefull :D
Really usefull tutorial, really interesting! Just a clarification if you mind, using specular instead of ior without maps applied, gives it the same result?
Another simple one question: is 1,5 ior value a phisical standard for all materials (not metals) or is it more an artistic choice?
I mean is it correct to lower or increase the value to achive more or less reflections? like decreasing to 1,3 or less to avoid burn in reflections in some cases?
Thanks!
Howdy and thank you for the kind words!
Specular and IOR workflows both do the same thing its just how they get there that is different. Both of the workflows define the reflectance property of your material which is typically useful for putting even more details in your materials.
For example, if you want to convert a Specular value (or a map) into an IOR value (or a map) you'd need to pay attention to the way the values are mapped as a Specular value of 1 is not equal to an IOR value of 1.
To put it in more layman terms, they both control the same thing but they use different scales to get there.
When it comes to using maps it all depends on what you have, simply set the material to Specular or IOR to match the maps provided with an asset.
As for the default IOR value of 1.5, no, technically speaking that is not a physical standard for all materials. It is however a good averaged value that'll work just fine for most of your materials as the difference between, for example, IOR 1.4 and 1.6 is very minuscule - unless you're dealing with refractive materials.
That said, if you're really into minute detail, you can check the handy IOR spreadsheets that are available online which have values for most of your everyday materials.
And as for the last part of your question the answer is a bit trickier. Yes, you can lower the specular or IOR values to lower the reflectivity but that will affect the grazing angles (think of the fresnel equation) - which might not be what you want as that would technically be less realistic. Ideally, you'd define how strong the reflections are by upping the roughness on the parts that need to be dimmer because that's how reflections typically work in real life - the rougher parts still have full reflections to them its just that the reflections are rougher which in turns makes them appear dimmer.
Of course, if you're dealing with scanned assets and there's parts that actually have a lower IOR / Specular value then you'd want to use the appropriate maps for those parts.
So a bit long winded and a little generalized but hopefully it'll steer you in the right direction. We'd highly encourage you to visit our forums (forum.corona-renderer.com/) where we can typically dive even deeper. Nejc
@@ChaosCorona Thank you! Really helpful and exhaustive reply! I'm trying to understand how to correctly set up material using map for specular channel (like megascans provides) but i don't find many information, i don't know when i load a map if the specular value should be set to maximum or to default. I think I just have to keep trying!
@@Mathew86italy Thank you for the kind words, we are always happy to help! UA-cam comments make it a bit hard to discuss things in details (and to share screenshots etc.) so we would really recommend opening up a new thread on our forums where the discussion can be a lot more in depth. Nejc
Can you provide the engineering files of your course demonstration for everyone to learn, I am very optimistic about Corona's performance in c4d
Hi! Sorry, it is not possible to share the scenes shown in the video, because (like most scenes :) ) they use assets such as models and textures from various places which we do not have the rights to redistribute. We wouldn't be able to make videos so quickly if we had to model everything and create every texture ourselves from scratch. Thank you for the kind words about Corona for C4D! Tom
Just in case however if you'd like to play around with one of the assets that we can share then feel free to download the violin model - it has no textures with it (and there's a separate license that comes with it) but could still be useful to experiment with.
Here's the link: data.corona-renderer.com/download/scenes/violin-free-c4d.zip
Hope it helps! Nejc
Please Corona don't use this guy anymore on your videos. He rambles a lot and wastes people's time! Just get to the point and show the changes, there's no need for a 25 minute video to explain something that can be clarified in 5 min.
I couldn't agree more.
He repeats the same thing 10 times, it's like a video for idiots.😆