VRayDirt - Example 1 (Dirt effect) |
Example 2: Distribution parameter
Example 4: Subdivisions parameter
Example 5: Ignore for GI / Consider same object only
Example 6: Texmap radius / Invert normal
Search Keywords: AO, Dirt, VRayDirt
All the examples are rendered using a VRayMtl with a VRayDirt Map in the Diffuse channel: ![]()
This parameters determines the amount of area (in units) where the VRayDirt effect is produced.
Notice that two of the object do not contact any other objects on their tops, so there is no dirt effect.
![]() |
![]() |
![]() |
|
Simple VRayMtl - no Dirt effect
|
radius: 10.0
|
radius: 30.0
|
This parameter will force the rays to gather closer. The effect is that the dirt area is being narrowed closer
to the contact edges.
![]() |
![]() |
|
Rays distribution (X,Y,Z) axis
Equal angle between rays distribution Distribution parameter = 0.0 |
Rays distribution (X,Y,Z) axis
Different angle between rays distribution Distribution parameter > 0.0 |
![]() |
![]() |
![]() |
|
distribution: 1.0
|
distribution: 3.0
|
distribution: 10.0
|
![]() |
![]() |
![]() |
|
falloff: 0.0
|
falloff: 1.0
|
falloff: 5.0
|
![]() |
![]() |
![]() |
|
subdivisions: 1
|
subdivisions: 5
|
subdivisions: 20
|
1/ This check-box determines whether the dirt effect is going to be visiable during the GI calculation.
2/ Consider same object only - On - in this case the dirt will affect only the objects themselves,
without including contact surfaces and edges.
![]() |
![]() |
![]() |
|
ignore for GI: on
|
ignore for GI: off
|
consider same object only: on
|
In the next example a bitmap is used in the texmap radius slot. Notice that the main radius parameter
still has effect - it determines the amout of area where the texmap radius bitmap would blend.
![]() |
![]() |
|
radius: 300
texmap radius: bitmap
|
Invert normal parameter will change the direction of tracing the rays. When it is Off the rays are
being traced outside the surface, when On they are traced inside the surface.
![]() |
![]() |
|
invert normal: on
|
These parameters will bias the normals, so that the dirt effect is forced to some of the axis(es).
![]() |
![]() |
![]() |
|
bias_X: 100.0
|
bias_Y: 100.0
|
bias_Z: 100.0
|