This page provides information on the Corona Mix Map map, its settings, and usage.
The Corona Mix map allows for blending two input maps (be it procedural maps or bitmaps) and a "Mix amount" mask, using operations similar to blending modes commonly found in 2D compositing software.
CoronaMix works correctly with the Bump channel in a CoronaMtl.
Mix Operation – Available blending modes:
- Minimum (Darken)
- Maximum (Lighten)
- Color Dodge
- Color Burn
- Linear Burn
- Linear Light (Add Sub)
- Soft Light
- Hard Light
- Vivid Light
- Pin Light
- Hard Mix
Mix amount – Defines the amount of mixed layers.
Perform mixing in sRGB space – When enabled, this map operates in the sRGB color space, similar to popular 2D image editing software, making the results of advanced operations such as Screen and Overlay identical between Corona and these applications.
Input – Allows to select the color for Top Layer using Corona Color Picker or load a texmap.
Multiplier – Value that makes the top layer stronger/subtler.
Contrast – Controls the contrast of the Top Layer input.
Input – Allows to select the color for Base Layer using Corona Color Picker or load a texmap.
Multiplier – Value that makes the base layer stronger/subtler.
Contrast – Controls the contrast of the Base Layer input.
In this example, a 3ds Max Gradient Ramp map and a Noise map are blended together using the Corona Mix map. The result is used as displacement to create a material simulating a simple landscape.
The original geometry seen in the viewport
Material setup (using the Add operation)
Coloring and color randomization
In this example, a grayscale tree leaf bitmap is colorized using the Corona Mix map in Multiply mode. The grayscale map is mixed with a Corona Multi Map, which additionally allows for per-leaf color randomization.
Blending Ambient Occlusion with the underlying texture
In this example, the Corona Mix map is used to blend the base texture (concrete) with an Ambient Occlusion node to produce weathering effect.