Thanks, I’ll try. In the meanwhile another test. A simple scene, sofa material is Corona material,
diffuse RGB: 2,2,2
Reflection: 0,3
Refl. Gossiness: 0,001
In other renderers I’ve used a reflection setup like this (although glossiness value has never been this dramatic) to simulate fabric falloff like the one in velvet, yet somehow this looks strange in Corona.. it’s especially visible with the blanket on the left. Am I imagining things?
Thanks. Are there plans to further refine the glossy behaviour? as it it now, the limit you mentioned seems pretty high. I might need to do some comparative tests with other engines though, there’s a chance I’m falsely nostalgic over the effect I’ve gotten out of Vray, Maxwell and the like in the past.
Anyway, I’m trying to get a sofa to look right (again) and this still confuses me. How should I go about replicating a fabric? Is a falloff diffuse really the only way to get anything like the low glossiness reflection effect, because it’s nineties as hell. Overall I don’t think the glossiness curve Corona has right now is quite natural. Am I doing something wrong here or do others have the same problem?
Yes, diffuse only. I do agree the curve is bit odd. In best practice , low glossies, even at full specular reflection (ideally, there is no reason to lower it) should produce identical look to fully lambertian shader.
In most renderers (with exception of Maxwell) this doesn’t happen (and instead, often leave artificial ‘sheen’ )…and imho complicates life, because you have to tweak it with wrong stuff (lowering actual specularity, ior/curve,etc…) to achieve your needs.
[it works excellently in Disney’s modeled PBR, like in Unreal4, :- ) ..]
For velvet doesn’t it use an inverse curve ? you need to control the 0-90 reflection so 0 no reflection and at 90 degrees has reflection. Corona can fake it with the falloff map in the diffuse.