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Corona Lecture4

The document discusses the steps for rendering a 3D scene. It outlines modeling, camera setup, lighting, and materials. For materials, it explains the 5 parameters to consider: color, reflection, refraction, bump, and displacement maps. It then provides examples for creating a wood floor, glass table, and other materials.

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Nana Magdy
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0% found this document useful (0 votes)
68 views26 pages

Corona Lecture4

The document discusses the steps for rendering a 3D scene. It outlines modeling, camera setup, lighting, and materials. For materials, it explains the 5 parameters to consider: color, reflection, refraction, bump, and displacement maps. It then provides examples for creating a wood floor, glass table, and other materials.

Uploaded by

Nana Magdy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rendering Steps

1 Modeling

2 Camera

(Test light) + render setup


3 Lights

4 Materials

5 Post production (using Corona Image editor .CXR file)


4 Materials

- To create any material we should ask ourselves 5 questions

1 Color (diffuse)

2 Reflection

3 Refraction

4 Bump

5 Displacement
4 Materials

1 Color (Diffuse)

Solid color Texture


4 Materials

1 Color (Diffuse)

Solid color Texture


4 Materials

1 Color (Diffuse)

Solid color Texture


4 Materials

2 Reflection

Power Glossiness

Reflection = reflection power of material, (1 = 100%, 0 = 0%, 0.7 = 70%) (Reflection value 1 to 0, you can use it
from 1 to 0.7)
Reflection glossiness = clearness of reflection (details level of reflected objects on the material)
4 Materials

2 Reflection

Power Glossiness
4 Materials

2 Reflection

Power Glossiness
4 Materials

3 Refraction

Power Glossiness

IOR

Refraction = transparency of material (properties of transmitting light through the object)


Refraction IOR (index of refraction) Glass = 1.6, water = 2.4, diamond = 1.3, Air=1
Refraction glossiness = clearness of refraction (details level of objects refracted inside the material)
Note: decrease refraction glossiness only in case of hazy glass (use 0.75 value)
4 Materials

3
Power Glossiness

IOR
4 Materials
4 Materials
4 Materials

4 Bump

Texture Bump
picture picture

- Bump is the texture of 3d effect on the material


- Bump picture has the same outline of the main
texture picture - loaded in the Color step (diffuse)
4 Materials

4 Bump

Texture Bump
picture picture

- Bump is the texture of 3d effect on the material


- Bump picture has the same outline of the main
texture picture - loaded in the Color step (diffuse)
4 Materials

4 Bump

Texture Bump
picture picture

- Bump is the texture of 3d effect on the material


- Bump picture has the same outline of the main
texture picture - loaded in the Color step (diffuse)
4 Materials

5 Displacement

Texture Displacement
picture picture

- Displacement used for highly bumping


materials such as grass
4 Materials

5 Displacement

Texture Displacement
picture picture

- Displacement used for highly bumping


materials such as grass
4 Materials
To create any material we should
ask ourselves 5 questions

1 Color (diffuse)

2 Reflection

3 Refraction

4 Bump

5 Displacement
4 Materials

- To create floor material (Wood material)

Wood material
4 Materials
Wood material
- To create floor material (Wood material)
- Open material library (use Compact material editor in mode)
1. Get material (CoronaMtl)
2. Double click on material to be enlarged (auto update option)
3. Rename material
4. Show background
5. Show shaded material in viewport
- Creating material parameters
1. Color (Diffuse)
Use bitmap (wood picture)
Note: when we load picture in diffuse, material editor automatically open bitmap parameters >
to go back to the material parameters screen press go to parent
2. Reflection
- Reflection level (power of reflection), values from 0 to 1, (0 = no reflection, 1 = reflection 100%)
- Use reflection power value ex 0.5
- Reflection glossiness, clearness of reflected objects on the material, 1= 100% reflection
- Use reflection glossiness value ex 0.8
3. Refraction
- Wood material has no refraction
- When using glass or water material, start dealing with refraction power, glossiness, IOR
4. Bump
- In maps rollout, drag Bump map to bump map and set it as instance > increase diffuse power > set value ex 2
4 Materials

- Select object, apply material to selection


- Use modifier UVW map to edit scale and
mapping of texture on the object
- Render, Note: remember to remove color
override from the floor object
4 Materials

- To create Table material (Glass material)

Glass material
4 Materials
Glass material
- To create Glass material
- Open material library (use Compact material editor in mode)
1. Double click on material to be enlarged (auto update option)
2. Rename material
3. Get material (CoronaMtl)
4. Show background
5. Show shaded material in viewport
- Creating material parameters
1. Color (Diffuse)
Use color black (glass)
Note: When we use color, black 100% render will increase time
because no material in reality has 100% black color
2. Reflection
- Reflection level, Use reflection power value 0.99
- Use reflection glossiness value ex 0.99
3. Refraction
- Refraction level, Use refraction power value 0.99
- IOR 1.6
- Use reflection glossiness value as desired (Clearness of glass)
4. Bump
- Glass material has no bumb
4 Materials

- Select object, apply material to selection


- Render, Note: remember to remove color
override from the Table object
4 Materials

- Create Curtains material


- Create Window material
- Create wall paint material
4 Materials

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