When I got acquainted with Corona, liked the ease and convenience of working with materials. But then noted that some functions are not enough. In particular Invert for textures.
Screenshot 1. For example VRay in the Alpha channel has an inversion, which is sometimes convenient, but it wouldn’t hurt for Corona.
Screenshot 2. Even more there is a need for invert function in the Reflection channel, because there are not always Glossiness textures, but instead Roughness. Also for more accurate adjustment (or temporarily turn off) it would be useful Mix Strength.
If you want to be exact, do note that Reflection roughness vs. glossiness are not a simple inversion of each other. It’s actually like this: glossiness = 1 - Sqrt(roughness)
Well, i mean how do you convert roughness map to glossiness properly if simple invert is not good enough? I thought maybe it somehow can be done in photoshop or inside 3ds max or cinema with the help of Corona mix node and one of its blending mode?
Wow!, sorry, my omission, didn’t see it.
The thing is, I have a pretty bad impression of the “Corona Bitmap” shader and I used it only for Displacement: Color Profile > Linear. That’s all. But “UV Tint” and “Crop / Placement” - this is some darkness. I tried to understand independently, but did not work out, and no Help.
For this reason also didn’t look in the “Corona Color Correct” shader. But now I’ll know.
However option “Invert” would not be superfluous, and “Mix Strength” for Glossiness especially.
Also, one can use the black point/white point of the texture loaded and simply invert it. (not talking of the conversion of roughness map here), only the image inversion
It is pretty easy to create such setup with C4D’s native nodes, which do not work with Corona.
So I tried a filter with mirrored horizontal and a gamma of 2.2 which gave me a visually close outcome (comparing C4D nodes and my “creation”). Could I be close?
1 show swapped white/black points, until now I did it this way - awfully wrong, as it seems. Same result like simply inverting the texture in the filter (mirror(.
2 is the result with C4D nodes (the ones for the internal renderer), true maths involved and it looks “proper”.
3 is a “mirrored curve”, manually adapted as you did.
3 is the closest, so I will use this method for the future when I don’t have a glossiness map.
I think, here’s where the Corona team should add some automatism (or a few math nodes).
Thanks for that, burnin! Good tip! The correct way to do it would be “Spline Presets” → “Root” and then “Flip Vertical”. That’s exactly what is needed to get 1 - sqrt(x)