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This page provides information on the V-Ray Occlusion or Dirt Map.

 

Page Contents

 

Overview


The V-Ray Dirt texture map can be used to simulate a variety of effects. For example, dirt can be used around the crevices of an object or to produce an ambient occlusion pass.

 


 


 

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Node


The TexDirt node provides inputs for controlling various texture properties. Most correspond to parameters in the section below.



render_nodes – Disables the calculation of the Dirt map for specific objects. Excluded object will not be shaded by the Dirt map.

affect_result_nodes – Specifies a list of objects which will affect the calculation of the Dirt map. Excluded objects will be considered "invisible" for the calculations of the Dirt map.

 

Settings


 


Mode – Specifies the mode in which the dirt map will be calculated. The difference between ambient and reflection occlusion is in the direction in which rays are traced.

Ambient Occlusion – Normal ambient occlusion will be calculated. Rays are traced in all directions uniformly.
Phong/Blinn/Ward
Reflection Occlusion
– Reflection occlusion will be used. With reflection occlusion, the direction depends on the viewing direction (just as when calculating reflections) and the spread of the rays depends on the Reflection glossiness and BRDF type use.

Unoccluded – The color that will be returned by the texture for unoccluded areas. A texture map can be used for this parameter.

Occluded – The color that will be returned by the texture for occluded areas. A texture map can be used for this parameter.

Radius – Determines the amount of area (in scene units) where the Dirt effect is produced. A texture map can control the radius. The texture intensity is multiplied by the radius to calculate the final radius at a given surface point. If the texture is white at a given surface point, the full radius value is used. If the texture is black, a radius of  0.0  is used.

Distribution – Forces the rays to gather closer to the surface normal. The effect is that the dirt area is being narrowed closer to the contact edges. For ambient occlusion, set this parameter to  1.0  to get distribution similar to the ambient lighting on a diffuse surface.

Falloff – Controls the speed of the transition between occluded and unoccluded areas.

Use Texture For Excluded – When enabled, returns the unoccluded color texture if the object is occluded. Otherwise, returns black (0, 0, 0).

Render Nodes (question)

Affect Result Nodes (question)

As Inclusive List – When enabled, treats the render_nodes list as inclusive.


Advanced




Double Sided – When enabled, the occlusion on both sides of the surface will be calculated.

Invert Normal – Reverts the effect with respect to surface normals - e.g. instead of crevices, open corners will be shaded with the occluded color. This parameter will change the direction of tracing the rays. When disabled , the rays are traced outside the surface; when enabled, they are traced inside the surface.

Work With Transparency – When enabled, V-Ray Dirt will take into account the opacity of the occluding objects. This can be used, for example, if you want to calculate ambient occlusion from opacity-mapped trees etc. When off (by default), occluding objects are always assumed to be opaque. Note that working with correct opacity is slower, since, in that case, V-Ray Dirt must examine and evaluate the material on the occluding objects.

Ignore in GI Calculation – Determines whether the dirt effect will be taken into consideration for GI calculations or not.

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

Consider Same Object Only – When enabled, the dirt will affect only the objects themselves, without including contact surfaces and edges. When disabled, the entire scene geometry is participating for the final result.

Ignore Self Occlusion – When enabled, objects will not be able to occlude themselves.

Subdivs As Samples(question)

Subdivs – Controls the number of samples that V-Ray takes to calculate the dirt effect. Lower values render faster but produce noisier results.

Bias X/Y/Z – Bias the normals to the (X, Y, Z) axes, so that the dirt effect is forced to those directions. Consider that these parameter can also take negative values for inverting the direction of the effect.