Corona Shader Ball

OK guys, here is the Shader Ball scene that I promised to share. I was just waiting for A2 to be released.
As mentioned before, the original design is from Ludvik Koutny. I modeled it from an image I saw at the Corona’s website and made the scene setup. I asked his permission to use his design and to share the scene with the community.
The HDRI used here is free and from: http://gl.ict.usc.edu/Data/HighResProbes/
It’s in C4D format and was built in R16.

Let me know if you have any issues.

Shader Ball V1.1 C4D File: https://www.dropbox.com/s/epac2dnaktg741c/Shader%20Ball-V1.1.rar?dl=0
FBX: https://www.dropbox.com/s/l7qqzlhuy9tz1ea/Shader%20Ball-V1-FBX.rar?dl=0
Corona Logo: https://www.dropbox.com/s/saj0fbe4o9c8ijt/Corona%20Logo.rar?dl=0

Shader Ball V2.0
The Shader Ball scene was updated to V2.0 and I produced a video explaining how to use the new features.
It was built in C4D R17 and Corona A6.
C4D file:http://gofile.me/39HNa/5pWQHhccU
FBX file:http://gofile.me/39HNa/YubbzqWZK


Can you show what it looks like when textured (some wood/brick for example)?

I added a wooden floor material render to the 1st post.

Thanks, I just wanted to see how it is mapped. Looks pretty ok. It’s really hard to uvw-map such objects, maybe it’s not perfect here, but looks really good.

Thanks for the shaderball pBarrelas, looks good.

Out of interest I noticed in the render settings you’d cranked the Highlight compression to 5 and upped the contrast. Is this something you regularly do with scenes rendered with Corona?

Thanks! I’m glad you’re finding it useful!
Regarding the render settings, The Highlight Compression is for when you have to deal with over exposed areas. I always use it when dealing with 16Bit images. When I render 32Bit images, this setting needs to be at the default “1” and I deal with it in post.
The Contrast, well, this is for when you need more contrast in your rendered image. I never use this because I take care of it also in post.
In this particular case, I have it set like that, because I’m not going to make any post work on material test images, so I need them to look “finished”, if you know what I mean!

Could you possibly upload an .obj?

I added an FBX file and the logo.
The texture on the floor is a C4D shader. If you want I can render it as texture for you to match my look.

I really do like this Shader Ball, it shows larger surface areas then most do.
But the uv seams on the edges, break displacements in max.


There is no “keep continuity” option in Corona yet so I think this is impossible to fix unless the model is perfectly uvw-mapped. And it could be impossible in this case.

Maru is correct!
Regarding the Shader Ball UVs, there’s no way of unwrapping it in such way that we’d get only 2 UV islands. If I did so, the Uvs would get really distorted.

Shader Ball V1.1 released.
Added to the top null, the ability to drag and drop the material to the link and deal with UV repetitions in only one place rather than having to deal with 2 texture tags. I’m lazy :wink:

In case somebody of the Max community wants to use this Shader Ball, here is a converted version.

Up to date with Corona 1.1, 3ds Max 2014

https://www.dropbox.com/s/h4wxnrc8jek45r3/Corona_Shaderball_Max.zip?dl=0

Cheers



Many thanks for converting the scene for Max!

No Problem :smiley:

The Shader Ball was updated to version 2.0. Please read the 1st post.

Can you export the file to a format for use with MAX? I don’t recall if you or someone else did it for the 1.0 version, but I’ve been using it in MAX since whomever converted it the first time. Would be appreciated if you could!

Sure, I’ll add the FBX to the 1st post. If you manage to make an updated version in MAX, please share it here too.

Issue regarding version 2.0:
On C4D for Mac the scene crash Cinema when trying to make live preview of it and the scene is not bright when making normal renders.

Sadly I can’t test the scene in Mac but it’s supposed to give the same result.