Announcement

Collapse
No announcement yet.

Vray dirt radius with texture

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Vray dirt radius with texture

    If you find time to add this little feature.
    In Vray (for max), we can set a B&W texture in the radius channel of the Vray Dirt texture.
    It helps a lot for randomize the Vraydirt output and use it as mask to place other map (like water mark, age mark etc).

    Thanks,

    boby

  • #2
    Re: Vray dirt radius with texture

    Sorry for double post, but i was searching for reference image that show the power of this tips.

    http://www.brandsareopinions.com/wp-...01/00doves.png

    Here you can see the effect of combining a B&W image (like this : http://slodive.com/wp-content/upload...b-w-grunge.jpg ) with a dirt texture radius channel.

    The effect is more visible on the wall, but it's use more or less everywhere on the image (doing a great job combine with the "standart" Uv texturing).

    boby

    Comment


    • #3
      Re: Vray dirt radius with texture

      Haven't you tried to use Dirt as a stencil texture? I think this will do the trick.
      V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
      andrei.izrantcev@chaos.com
      Support Request

      Comment


      • #4
        Re: Vray dirt radius with texture

        hum.. not sure i understand..
        If you mean :
        - use directly Vray Dirt texture as stencil : That's what i want but i need variation in this stencil (texture input in radius do it).
        - Use an image texture in "occlude" channel of the Vray Dirt texture : The result is really different (tilling of the texture is really visible by doing that)

        boby

        Comment


        • #5
          Re: Vray dirt radius with texture

          hum.. not sure i understand..
          Sry, it was me =) Misses "radius" keyword... Ok, its not a problem to add it.
          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
          andrei.izrantcev@chaos.com
          Support Request

          Comment


          • #6
            Re: Vray dirt radius with texture

            Done, you could try it.
            V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
            andrei.izrantcev@chaos.com
            Support Request

            Comment


            • #7
              Re: Vray dirt radius with texture

              =D Thanks a lot !!

              Just to show you why i was asking for that feature. That's the effect in 2 click



              Next i'll use this as mask beetween wall texture and dirt (image) texture = lot of randomness with 4 click ! Amazing.

              Comment


              • #8
                Re: Vray dirt radius with texture

                I really like the texturing result.
                Is there any chance, you could explain a bit how you did this, I never worked with Vray Dirt texturing.

                Thx

                Comment


                • #9
                  Re: Vray dirt radius with texture

                  well, i ll try to make a small todo,

                  Todo:

                  - add a Vraydirt texture (Dirt1)
                  - add an image texture of dirt in B&W (like this one for example : http://www.sharecg.com/images/medium/2832.jpg). Aspect of this texture will affect a lot the result, just test some texture and find the good one
                  - put this image in the Vray dirt texture radius (you have to update your exporter to get this feature)
                  - don't forget to desactivate your image texture (set the mapping to Uv and unwrap your model quickly with smart Uv. You can also map it in object mod)
                  - Voila !

                  If you wan't advance controle you can :

                  - add a new Vray dirt texture : Dirt2 (and desactivate the old one)
                  - set Dirt1 in occlude color of dirt2. It allows you to limite the random scale of the first radius with a manual radius while keeping the randomness of Dirt1
                  - Modifying B&W balance of the texture works too. It's a bit longer but result is better (cause you keep the hard edges of your B&W texture).

                  You can simply use the result as a multiply for your wall shader (for example).

                  For advanced texturing, you can :
                  - put a colored dirt image texture in the dirst1 's occlude channel
                  or (better)
                  - use directly the result of dirt2 as stencil beetween 2 shaders (rust and metal is a really good example for this technique).

                  Hope you understand.. sorry for my english

                  boby

                  Comment


                  • #10
                    Re: Vray dirt radius with texture

                    Thanks for your quick reply, I'll give it a try this week.
                    Cheers

                    Comment


                    • #11
                      Re: Vray dirt radius with texture

                      Hi guys, the effect is great! Hope to achieve similar result today to what Boby presented.

                      -Andrey, what is the maximum value of radius when it is "texture driven"? Is it scalable? In large scene where I need a radius of 60, after linking white/gray texture I just get thin line - not dirt..

                      -Boby, could you share the scene with material/texture structure, please? I cannot reproduce the "edgy" effect of the dirt that is formed on the outlines of the box. My dirt is also much more blurry..

                      Comment


                      • #12
                        Re: Vray dirt radius with texture

                        Not sure, need research, may be we could add additional multipliers.
                        V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                        andrei.izrantcev@chaos.com
                        Support Request

                        Comment


                        • #13
                          Re: Vray dirt radius with texture

                          Would be cool..
                          By now I recommend using maps converted to hdr - the efect of "overexposure" gives multiplied dirt radius in scene.
                          It 100% solved the problem in my cases..

                          Comment


                          • #14
                            Re: Vray dirt radius with texture

                            Hi !

                            Sorry, i'm a bit late
                            I don't have the blend but you can reproduce it easily with the todo.

                            In order to control the "radius texture" you have multiple choice. The best is to use a standart dirt as stencil for your "driven dirt".
                            You can add another texture in the occluded/unoccluded chan of the stencil dirt (the standart) to break the smoothness of the blend.

                            Hope i'm clear

                            boby

                            Comment


                            • #15
                              Re: Vray dirt radius with texture

                              Hi

                              For me it is not work, or I do not understand something. Does it not suppous to work like here

                              "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."

                              It is from http://www.spot3d.com/vray/help/150S...s_vraydirt.htm example 6.

                              But when I am seting radius map, it overides radius param.

                              edit

                              I made a test render to display what I mean



                              Middle one something is the geometry without radius map, just dirt (0.1 radius)

                              left one dirt (0.1 radius) with radius map

                              and as far as i understand everything should look like on the right one geometry.

                              Comment

                              Working...
                              X