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The VRayDirt texture map can be used to simulate a variety of effects, for example dirt around the crevices of an object, or to produce an ambient occlusion pass.

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UI Paths

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||Hypershade|| > Create panel > VRay section > 2D Textures > VRay Dirt

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 ||Create Render Node|| > VRay section > 2D Textures > VRay Dirt

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Occluded color – Specifies the color that will be is returned by the texture for occluded areas (areas where a surface's ambient lighting is limited or blocked). A texture map may be used for this parameter.

Unoccluded color – Specifies the color that will be is returned by the texture for unoccluded areas (areas where a surface is fully exposed to ambient light). A texture map may be used for this parameter.

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Subdivs – Controls the number of samples that V-Ray takes to calculate the dirt effect. Lower values render faster but produce a more noisy result. This parameter works independently from the Use Local Subdivs parameter in the DMC Sampler, so changes will affect the scene even if Use local subdivs is disabled. Low Noise threshold values in the Image Sampler will clean  clean the result further. For more information, see the Subdivs example below.  

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Ignore For Gi – Determines whether the dirt effect will be is taken into consideration for GI calculations or not. For more information, see the Ignore for GI/Consider Same Object Only example below.

Consider Same Object Only – When enabled, the dirt will affect affects only the objects themselves without including contact surfaces and edges. When disabled, the entire scene geometry participates in the final result. For more information, see the Consider Same Object Only example below.

Double Sided – When enabled, the rays needed to generate the dirt map will be are shot from both sides of the faces (both in the direction of the normals and in the opposite direction).

Invert Normal – Changes the direction of tracing the rays. When disabled, the rays are traced outside the surface; when enabled they are traced inside the surface. This allows us to revert the effect with respect to surface normals - e.g. instead of crevices, open corners will be are shaded with the occluded color. For more information, see the Invert Normal example below.

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 Enabling work with transparency will also respect respects the Invisible attribute of V-Ray lights, causing them to be excluded from the rendering calculations.

Ignore Self Occlusion – When enabled, the object will does not occlude itself. It will be is occluded only by other objects in the scene.

Environment Occlusion – When enabled, V-Ray will use uses the environment when calculating the occlusion of areas that are not occluded by other objects.

Occlusion Mode – Specifies the mode in which the dirt map will be is calculated.

Ambient occlusion – Normal ambient occlusion will be is calculated.
Reflection occlusion (Phong, Blinn, Ward) – Uses reflection occlusion. The difference between ambient and reflection occlusion is basically in the direction in which rays are traced. With ambient occlusion, rays are traced in all directions uniformly, while with reflection occlusion the direction depends on the viewing direction (just as when calculating reflections). The spread of the rays depends on the Reflection glossiness and BRDF type used.

Affect Reflection Elements – When enabled, the ambient reflection will affect affects the reflection render elements. This can be used to create reflection masks.

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Result Affect – Specifies a list of objects which will affect affects the calculation of the VRayDirt map. Excluded objects will be are considered invisible for the calculations of the VRayDirt map.

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Exclude – Disables the calculation of the VRayDirt map for specific objects. Excluded object will not be An excluded object is shaded by the VRayDirt map.

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Example: Biases


These parameters will bias the normals so that the dirt effect is forced to some of the axis(es)axes.

 

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Bias X
: 100.0

 

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Bias Y
: 100.0

 

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Bias Z: 100.0

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This parameter determines whether the dirt effect will be is visible during the GI calculation.

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When this parameter is enabled, the dirt will affect affects only the objects themselves, without including contact surfaces and edges.

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