Corona Materials for Photorealism | Tutorials by Ciro Sannino

Corona Materials

MODULE #4 | Photorealistic Materials MODULE #4
Photorealistic Materials

Learn Corona Meterials, from the basic to more advanced ones. The Goal of this module is to deepen the knowledge of Materials, covering all the cases relating to interiors, with reference to lighting.

Files & Software:
– Corona Renderer 8 & 9 | 3ds Max (2016 minimum)
– Scene included: all those visible in the previews
– Get the Corona Official Certification

01 7′ 40”
The simulation of materials has a main actor: the Corona Material
Let’s see how to recreate plastic, glass, and how to simulate its internal dispersion

02 7′ 50″
How to simulate different metals, colored and with variations of anisotropy
Let’s set the Color Picker tool to make easier color selection

03 9′ 25″
Analyze real reflections and create maps in Photoshop to simulate variations
Then we get hyper-realistic reflections with special maps

04 7′ 30″
Thanks to Corona Physical Material we can quickly create many materials
Let’s deepen its use and the concept of Roughness

05 7′ 33″
Understanding offset percentages to avoid repetitions
How to use ‘step’ to randomize composite textures (collage)

06 7′ 10″
Use Randomizer in a single mesh, translating the texture horizontally
When it is convenient to use Randomize each tile

07 7′ 50″
The ideal is to randomize multiple textures, for this we have Multimap
This excellent tool can also help with single textures

08 7′ 35”
Create detailed materials by taking advantage of the Layered material layers
We simulate a worn floor and the cover of an ancient book

09 7′ 15″
Comparison between normal lights and Corona Light Material
How to combine lights and simulate displays and backlit backgrounds

10 9′ 35″
Direct sunlight often produces dominant colors, which can be a problem.
We solve with RaySwitch, which we will also use to solve ‘Fireflies’

11 5′ 05″
The simulation of translucency varies depending on the type of object.
In this lesson we talk about materials without volume such as Leaves, Curtains, Paper.

12 6′ 22″
Activate the Subsurface Scattering (SSS) functionality for translucencies in volumes
Let’s take advantage of the absorption properties to correctly create a colored glass

13 8′ 30″
The importance of chamfered adges and the simulation with the Round Edges
How to use Ambient Occlusion to create edge erosion effects

14 10′ 50″
Simulate fabrics with the Fall off and ‘Sheen’ maps
Use Corona Scatter to verify the effect of microfibers

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15 16′ 00″
With the Decal tool we can ‘print’ materials on other surfaces
In this lesson we analyze the tool and its applications

Materials Certification

Pass the test included in each lesson
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