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This page provides information on the Corona Scanned Material.&n= bsp;
The Corona Scanned Material allows= you to use Chaos Scans with Corona.
There are some materials that are = impossible to recreate with any number of parameters and maps in a generali= zed material, as they have a unique way of responding to light. This is whe= re C= haos Scans comes in. Each = material in the library is meticulously scanned to capture how it interacts= with light so that you can drag-and-drop it into your scene for 100% accur= acy in both look and scale.
File =E2=80=93 The file name with the data for the= scanned material; usually has a .vrscan extension.
Reload =E2=80=93 Refreshes the .vrscan file loaded in the material.
Download Chaos Scans... =E2=80=93 This button red= irects you to the Chaos Scans download web page.
The material preview remains empty until = the scanned material is loaded.
Additionally, a scanned material file can= be loaded by dragging and dropping it in the Load from file... button.
All scanned materials are listed in the <= strong>Asset Tracking window, like any other asset in the scene.= p>
2-Sided =E2=80=93 Forces the back-facing polygons = to be shaded in the same way as the front-facing ones. When disabled, the b= ack-facing polygons appear black. This can be useful for objects like curta= ins. Note that this option is always considered enabled when rendering tran= sparent materials.
Disable transparency =E2=80=93 Disables transparen= cy for materials that store such information. This can be useful for speedi= ng up the rendering, especially when the transparency produces little or no= effect.
Information =E2=80=93 Displays some useful informa= tion contained in the .vrscan file, such as the actual m= aterial sample size.
Use triplanar mapping =E2=80=93 Enables the triplanar m= apping for the scanned material.
Random offset =E2=80=93 Enables the random offset for t= he scanned material.
Random rotation =E2=80=93 Enables the random rotation f= or the scanned material.
The Random offset and rotation parameters= are only available when the Triplanar mapping is enabled; otherwise, they = remain inactive.
Filter Color =E2=80=93 A color multiplier for the mater= ial sample that can be used to tint the material. (It affects the color of = the reflections as well. Acts as a post effect.) See the Filter Color example below.
Paint Color =E2=80=93 Changes the color of the material= without losing the texture or changing the reflection color. For example, = it can be used to change the color of wood or leather without losing the ma= terial texture.
Gamma =E2=80=93 Controls the color curve correction of the material.
Saturation =E2=80=93 Controls the saturation of th= e material (including Filter Color and Pa= int Color if used) as a post-effect. See the Saturation example below.
Bump + Parallax Zone =E2=80=93 Determines the poin= t where additional bump and parallax no longer exist and only natural heigh= t effects remain. This option is especially useful for shallow angles of vi= ew to the material, where it might appear flat or less detailed. A value of= 0 adds no additional bump and parallax. A value of 1 adds additional bump = and parallax equally regardless of the view angle. All scanned materials by= default have the most suitable value loaded for this parameter to achieve = the most realistic look. If you need full control over the bump and the par= allax, set the value to 1 and work with the Parallax and Bum= p Multipliers.
Parallax Multiplier =E2=80=93 Adjusts additional p= arallax and edge displacement strength.
Bump Multiplier =E2=80=93 Adjusts the additional b= ump.
Edges Displacement =E2=80=93 Uses a special techni= que that makes the edges of the geometry appear slightly jagged inwards. Th= is option is useful when rendering close-ups of materials with bumps. It is= faster than actual displacement and helps to achieve better realism.
Custom Bump =E2=80=93 Allows loading a specific texture= map for the bump.
Min level =E2=80=93 Displacement distance applied to ar= eas with black (0.0) texture. Measure in world space units.
Max level =E2=80=93 The strength of the displacement ef= fect. It is the world-space displacement distance applied to areas with whi= te (1.0) texture.
Texture =E2=80=93 Allows loading a specific texture map= for displacement.
Water level =E2=80=93 Displacement cutoff threshold. An= y micro triangles with displacement texture value below this level are remo= ved.
Enable =E2=80=93 Enables the tracing of a clear coat la= yer for the material.
Strength =E2=80=93 Specifies the strength of the c= oat reflections.
IOR =E2=80=93 Determines the IOR of the coat layer= , and from that controls the strength of the reflections. A value of 1.0 do= es not produce any reflections and disables the coat layer. Higher values p= roduce stronger clear coat reflections. The .vrscan file= s typically contain the correct value for this parameter and it is set auto= matically when the file is loaded.
Bump multiplier =E2=80=93 The coat layer has a bui= lt-in bump map stored in the material sample file. This allows control over= the strength of that bump.
Coloring =E2=80=93 Colors the coat reflection= s.
Glossiness =E2=80=93 Controls the sharpness of reflecti= on. A value of 1.0 means perfect glass-like reflection; lower values produc= e blurry or glossy reflections.
Glossiness variation =E2=80=93 Controls the effect of glossiness growth under shallow observ= ation angles. This parameter represents a real physical effect proper to ma= terials like brushed metals, plastics, etc. The parameter range is 0-1. Hig= her values produce faster transition of the glossiness to 1 when the observ= ation angle goes to zero.
This is a standard 3ds Max rollout used to control how the materia= l is applied to objects.
This is a standard 3ds Max rollout used to apply procedural noise to tex= tures.
This example shows the effect of the Tiling Factor&nbs= p;parameter. The .vrscan material used for the exam= ple is Leather.
Move the slider to see the example ren= ders.
This example shows the effect of the Saturation p= arameter. The .vrscan material used for the example= is Leather.
Move the slider to see the example ren= ders.
This example demonstrates the effect of the Filter Color parameter. In the second image, Filter Color is set to 0.5 and rgb = (45, 10, 0).