Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Fancy Bullets
typecircle
  • The ability to get more realistic and physically plausible results easier;
  • Better and easier layering system without the need to set up complex Layered Material networks (clearcoat, sheen);
  • Compatibility with other software following the physically-based (PBR) guidelines.

 

How is it better than the old Corona Material (now called Legacy Material)?

...

The Physical Material should primarily be used as the new default for any newly created materials, unless it is absolutely necessary to use the Corona Legacy Material (e.g. in case of re-rendering older scenes).

 

Corona Physical Material Settings

...

Section
Column
width55%

Self-illumination

Multiplier – Both the constant color and texmap will be multiplied by this number. Setting 0.5 and using white color is equal to using 50% gray color or using texmap with output level 0.5.

Color – Allows choosing a self-illumination color using Corona Color Picker.

UI Text Box
typewarning

Do not use this feature as the main light source in your scene - user Corona Light Mtl instead.

Anisotropy Orientation

Local axis – Specifies how to compute the base direction of the anisotropic highlight (before any user-specified rotation offset/map is applied). Local axis - the highlight direction rotates around the local object Z axis. It will stick with the object when it is rotated/moved.

UVW – The highlight direction follows the direction of the U or V mapping coordinate on the object surface. The mapping channel used for this is explicitly specified.


G-BufferID override (-1=disabled) – If set to anything other than -1, this value overrides the 3ds Max gbuffer property. This allows you to set values outside of the 0-15 range permitted in the 3ds Max property.

Alpha mode – This override allows you to make the material show as always opaque (solid) or as always transparent in the alpha channel. By default its alpha value is derived from its opacity and refract components.

Propagate masks – Specifies the propagation of non-shading render elements (masks) after interaction with this material:

Never – Render elements are never propagated through this material of reflection occurs.
Through refraction – Render elements are propagated through this material if refraction occurs.
Always – Render elements are always propagated through this material, i.e. this material is never visible in masks.

Roughness mode – Allows choosing mode between roughness and glossiness.

IOR mode – Selects whether index of refraction (IOR) of base layer and clearcoat layer is set directly as IOR, or whether it is calculated from input Disney Specular value.

Base tail – Increases the tail of the base layer BSDF. The default value of 0 corresponds to the standard GGX BSDF. Increasing the value leads to longer tails (i.e. stronger reflection outside of the reflection peak).

Normals filtering – Determines how normal and bump maps are filtered:

None – No filtering is applied to normal and bump maps, providing high accuracy but potential noise and flickering.

Linear – Normal and bump maps are filtered linearly, just like other map types, potentially affecting material appearance with varying camera distance and render resolution. 

Roughness Modulation – Utilizes linear filtering for normal and bump maps while also adjusting material roughness to maintain consistent material appearance regardless of camera distance and render resolution. Default filtering method in Corona 11 and newer. 

UI Text Box
typeinfo

To learn more about normals filtering, see New Normal/Bump Filtering in Corona 11 at the Chaos Help Center. 

UI Text Box
typetip

The default normals filtering method for newly created materials can be changed in the Corona System Settings


Use complex IOR for metals

When enabled, the metal reflection is no longer specified by base and edge color. Instead of refraction, which is given by n(eta) and k (kappa). The complex index of refraction is specified per color channel.

Column
width5%

Column
width40%


Maps options

...

Section
Column
width55%

Reflect BG Override – Allows to specify a custom environment map that is visible only in reflections on this material.

Refract BG Override – Allows to specify a custom environment that appears through refractions in this material.

Column
width5%

Column
width40%

Image Added

...

Section


Column
width50%

Reflect BG Override Example

In this example, a clear Corona Sky Map is used as the main Scene Environment, providing a clean lighting setup. However, an HDRI map with visible clouds is applied to the Reflect BG Override slot of the water material. This allows the sky from the HDRI to appear only in reflections on the water material, which is clearly visible on the water surface, adding visual interest without affecting the overall lighting of the scene.

Image Added

Column
width50%

Refract BG Override Example

In this interior scene, a Corona Sky Map is used as the main environment map, providing natural daylight illumination throughout the room. To enhance the view through the windows, a forest HDRI map is assigned to the Refract BG Override slot of the glass material. This makes the forest scenery visible only through the glass, while the lighting continues to come solely from the Corona Sky Map.

Image Added