Hello and thank you again for this tutorial which is really great. Honestly, I'm enjoying it. Just one thing: in the general tab, there is a texture field below metalness. What is this field for, what type of texture is it for? Excuse my poor English
It's for a map that defines metal to non-metal, on a scale from black to white (grayscale). In general, this should really be black or white, as there is no such thing as "50% metal" really. An example might be some metal paint or covering that has patches where it has been knocked/scraped/scratched off to reveal non-metal beneath (would also need matching diffuse etc. maps too). Hope this helps! Tom
Hello there! It should work the same way as it does for the Physical material. Open up the Corona Node Editor from the Corona menu and drag the legacy material into it. If it for some reason doesn't work then we'd highly suggest contacting our support (support.chaos.com/hc/en-us/requests/new) as something must have gone awry. Nejc
The only thing I don't understand is why the Roughness value is active when a texture is conneced. In Redshift for example the value becomes innactive and you can't change it. How does it work? If a texture is connected and roughness is set to 50%, what does it mean? my black color treated as a 50% gray or what?
Howdy! I think to answer this one we'll just go with a quick example scenario. When you plug a texture into the roughness slot and the roughness value is set to 100% then the texture itself is what is driving the roughness. If you set the value to 50% and the map is plugged in then you're basically mixing in 50% of the map on top of 0% roughness. And to continue with that logic, if the value is set to 10% you're mixing 10% of that map on top of 0% roughness. So basically with the value parameter you are defining how much of that map you are mixing with a black color. Hope that helps and thank you for asking the question! Nejc
Hi! The volume grid won't be covered in this series, which is focused on the Physical Material. For the moment, I'd suggest heading to the helpdesk to check the articles there, such as support.corona-renderer.com/hc/en-us/articles/4402435100945-How-to-use-the-Corona-Volume-Grid-in-Corona-Renderer-for-C4D- and then there are the forums (forum.corona-renderer.com/index.php?board=49.0 ) if there is anything not covered in the article and you are left with any questions. Hope this helps! Tom
This Video is a little bit disappointing to me. Saying "play with the values" does not help very much. Particulary the completely new edge color parameter needs more detail for me. What about the level of the edge color parameter? How high or low ist realistic? If I give the level a negative value the color changes completely! Can you please go a little deeper into the edge color parameter, which should be much more realistic as you say? Thank you!
Hey Oliver! So the recommendation in the tutorial is to "eyeball it". Are the edges on the reference tinted? You can use the Edge Color to tint them. Are they just slightly tinted? Again, play around with the Edge Color and lower the values. There is no exact science for it unfortunately because it really does depend on the reference in front of you. If you really want the full science approach you can use the Complex IOR but that'll be a lot of hassle in by itself especially so if your reference is weathered because then there's no intuitive way to adjust the look of the edges. You could potentially look at scientific data (like the one on Refractive Index) and then mimic the prevalence of a color in those graph there and try to eyeball it with the Edge Color. Or you know, you can always read articles about how metals behave and gets hints and clues from there - because yeah, that too is a solid approach (and we mention it in the tutorial as well). All in all it's a complex topic because Metals are complex (plus they can be weathered which adds even more complexity) so for all intents and purposes the "easiest" approach is probably to eyeball it - either visually from the reference you got or by looking at graphs / scientific analysis. An important factor to consider is also that there's a ton of metals out there that have such a slight tint that you won't even notice a difference anyway. The choice on how to approach it is yours and the new Physical MTL is designed to give you (intuitive) options so that if you so want to, you can really go to town with it. Hope this helps! And we'll keep you feedback in mind for future tutorials - we're constantly trying to improve these so feedback is indeed valuable. Nejc
Hello and thank you again for this tutorial which is really great. Honestly, I'm enjoying it.
Just one thing: in the general tab, there is a texture field below metalness. What is this field for, what type of texture is it for?
Excuse my poor English
It's for a map that defines metal to non-metal, on a scale from black to white (grayscale). In general, this should really be black or white, as there is no such thing as "50% metal" really. An example might be some metal paint or covering that has patches where it has been knocked/scraped/scratched off to reveal non-metal beneath (would also need matching diffuse etc. maps too). Hope this helps! Tom
Thanks for these tutorials!
You are most welcome and thank you for the thank you! :) Nejc
hey! a bit silly question, but why there is no node editor available for corona legacy materials in cinema4d on mac?
Hello there! It should work the same way as it does for the Physical material.
Open up the Corona Node Editor from the Corona menu and drag the legacy material into it.
If it for some reason doesn't work then we'd highly suggest contacting our support (support.chaos.com/hc/en-us/requests/new) as something must have gone awry. Nejc
The only thing I don't understand is why the Roughness value is active when a texture is conneced. In Redshift for example the value becomes innactive and you can't change it. How does it work?
If a texture is connected and roughness is set to 50%, what does it mean? my black color treated as a 50% gray or what?
Howdy! I think to answer this one we'll just go with a quick example scenario.
When you plug a texture into the roughness slot and the roughness value is set to 100% then the texture itself is what is driving the roughness.
If you set the value to 50% and the map is plugged in then you're basically mixing in 50% of the map on top of 0% roughness.
And to continue with that logic, if the value is set to 10% you're mixing 10% of that map on top of 0% roughness.
So basically with the value parameter you are defining how much of that map you are mixing with a black color.
Hope that helps and thank you for asking the question! Nejc
@@ChaosCorona Thank you Nejc, I was impatien and sent you an email with the same question, I'm so sorry.
@@ik_mograph No worries at all, just happy to have been able to help! Nejc
Thank you!🤗
Most welcome!
Can u talk about new corona volume grid
Hi! The volume grid won't be covered in this series, which is focused on the Physical Material. For the moment, I'd suggest heading to the helpdesk to check the articles there, such as support.corona-renderer.com/hc/en-us/articles/4402435100945-How-to-use-the-Corona-Volume-Grid-in-Corona-Renderer-for-C4D- and then there are the forums (forum.corona-renderer.com/index.php?board=49.0 ) if there is anything not covered in the article and you are left with any questions. Hope this helps! Tom
Meral material... or Metal material... XD XD Thank you for this video :) Sorry for joke :)
The T is silent. Just kidding, of course! We appreciate the joke :) Nejc
@@ChaosCorona :) Thank you for video, sorry for joke :) Peace :)
This Video is a little bit disappointing to me. Saying "play with the values" does not help very much. Particulary the completely new edge color parameter needs more detail for me. What about the level of the edge color parameter? How high or low ist realistic? If I give the level a negative value the color changes completely! Can you please go a little deeper into the edge color parameter, which should be much more realistic as you say? Thank you!
Hey Oliver! So the recommendation in the tutorial is to "eyeball it". Are the edges on the reference tinted? You can use the Edge Color to tint them. Are they just slightly tinted? Again, play around with the Edge Color and lower the values.
There is no exact science for it unfortunately because it really does depend on the reference in front of you. If you really want the full science approach you can use the Complex IOR but that'll be a lot of hassle in by itself especially so if your reference is weathered because then there's no intuitive way to adjust the look of the edges.
You could potentially look at scientific data (like the one on Refractive Index) and then mimic the prevalence of a color in those graph there and try to eyeball it with the Edge Color.
Or you know, you can always read articles about how metals behave and gets hints and clues from there - because yeah, that too is a solid approach (and we mention it in the tutorial as well).
All in all it's a complex topic because Metals are complex (plus they can be weathered which adds even more complexity) so for all intents and purposes the "easiest" approach is probably to eyeball it - either visually from the reference you got or by looking at graphs / scientific analysis.
An important factor to consider is also that there's a ton of metals out there that have such a slight tint that you won't even notice a difference anyway.
The choice on how to approach it is yours and the new Physical MTL is designed to give you (intuitive) options so that if you so want to, you can really go to town with it.
Hope this helps! And we'll keep you feedback in mind for future tutorials - we're constantly trying to improve these so feedback is indeed valuable.
Nejc
Thank you for your copious notes! I am looking forward to the new release! It’s always like Christmas!
Thanks for these tutorials!
And thank you for the kind comment! Nejc