The pores are clearly visible, as well as the rays. In the longitudinal cut the wood is rough with many hair cracks. The heartwood is light reddish brown and when exposed to air it turns darker, with weak gold-shimmer. The sapwood is very narrow and off-white. Placing the same texture into both reflection and glossiness slot is not physically correct, but can you give you stronger creative input. The sapwood and the heartwood are very different. Only pure glossy material looks correct in Corona by default (1.0 glossy) without clamping reflection and IOR. if you created material with low glossiness (rough look), clamp your reflection accordingly (from 1.0 -> to 0.5 for example), and also your IOR 1.52 to something lower (like 1.3 ).
Read Dubcat's threads on this forum on why. One problem I am having is: I have a Cube with a stone texture applied and want the corners to appear to be real stone, not just a map cutting clean on the corners. Adjust output on this texture to make glossy or rough material.Ģ) In Corona, this doesn't apply currently. I found the same on the wood, but started tweaking the concrete maps to try and get them to pop a little. Keep default reflection 1.0 and IOR 1.52 for almost every material in world, that is not metallic. 1) In ideal world, with correct material behavior (like in Vray, Maxwell, Unreal4, Marmoset viewer,etc.):