There are also these weird bumps where corners come together. How can I remove these too?
And on this base clip, the lines are showing differently and are more horizontal.
Look in the bump slot. It looks like the material is using a CoronaAO map to simulate welding details in the crevices. It looks like the lines are also from the bump map too.
Thanks.
In the top level of material (Blend) there are two materials. Each of these have bumps. I’ve unchecked both of these and it still looks the same when rendered. I’ve also turned off the Mask in the top level of blend and it doesn’t seem to change anything at all.
Any ideas?
I change the tiling of maps in material and changed camera angle. Some of the lines have disappeared. The object in the background is a sweep with edit poly. Autosmoothing turned off. The box is simple box and doesn’t seem to have the same issues.
Hi. The material you’ve downloaded is made in alph7, so it’s not an uptodate PBR material, and will not react correct to light etc. I would use the maps to build a new material
Download this or this texture set, and plug the maps to corresponding Corona material’s slots. Just don’t forget to invert roughness. You can plug height into additional bump slot of Corona normal and dismiss AO as it’s not needed.
Could I get a little clarification.
So when I’m trying to build this material from cgbookcase.
I put the color map in diffuse, put Corona normal in bump slot and then choose the normal map
Put the height map in the additional bump slot of the Corona normal map
Don’t use AO bc it’s not needed by Corona.
But where do I put the Roughness map? In the reflection slot?
Thanks. And I do that by going to output and checking “invert”? Or should I do it in photohsop?
Also I’ve seen people put an output map in between the Refl Glss & Map. Is that necessary? And if I do that, do I invert the output or the map itself?
For a galvanized material is there a recommended IOR to use?
You can invert it in bitmap’s output or in photoshop or in separate output node, it doesn’t matter - the result will be the same. Regarding the IOR, it deppends on what kind of galvanized metal you want to reproduce, if it’s brand new, then you’ll need high IOR, if it’s old and oxidized, then IOR should be much lower, closer to default settings.
That’s for a dielectric surface. For a metallic surface, base colour map goes into reflection colour, pure black diffuse. The glancing angle can either be solved by using a falloff map inbetween the the baseColour and the reflection colour, and shape an exponential curve then finally disabling IOR by using a CoronaColour node and set the value to 99999.