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This page provides information on the Corona Mix Map map, its se= ttings, and usage.
The Corona Mix map allows for blen= ding two input maps (be it procedural maps or bitmaps) and a "Mix amount" m= ask, using operations similar to blending modes commonly found in 2D compos= iting software.
CoronaMix works correctly with the Bump c= hannel in a CoronaMtl.
Mix Operation =E2=80=93 Available blending modes:
Mix amount =E2=80=93 Defines the amount of mixed layers= .
Perform mixing in sRGB space =E2=80=93 When enabled, th= is map operates in the sRGB color space, similar to popular 2D image editin= g software, making the results of advanced operations such as Screen and Ov= erlay identical between Corona and these applications.
Input =E2=80=93 Allows to select the color for To= p Layer using Corona Color Picker or load a texmap.
Multiplier =E2=80=93 Value that makes the top layer str= onger/subtler.
Contrast =E2=80=93 Controls the contrast of the Top Lay= er input.
Input =E2=80=93 Allows to select the color for Base Lay= er using Corona Color Picker or load a texmap.
Multiplier =E2=80=93 Value that makes the base la= yer stronger/subtler.
Contrast =E2=80=93 Controls the contrast of the B= ase 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 c= reate a material simulating a simple landscape.
The original geometry seen in the view= port
= Material setup (using the Add operation)
In this example, a grayscale tree leaf bitmap is colorized using the Cor= ona Mix map in Multiply mode. The grayscale map is mixed with a Corona Mult= i Map, which additionally allows for per-leaf color randomization.
Rendered result:
In this example, the Corona Mix map is used to blend the base texture (c= oncrete) with an Ambient Occlusion node to produce weathering effect.
Rendered result: