Announcement

Collapse
No announcement yet.

What is the workflow to mix a dirtmap with the Reflect color?

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

  • What is the workflow to mix a dirtmap with the Reflect color?

    I am not sure how to get dirt or scratches to mix with the reflection color. I tried using a Blend node without success, but maybe there is a way to use it and I am not managing the settings correctly. Anyway, I was curious about what methods artists here are using to achieve that effect.

  • #2
    i think there are 3 ways to do that, now, i use blend node most of the time, and it worked very well for me
    here is the result
    Click image for larger version

Name:	blendnode.jpeg
Views:	1
Size:	116.9 KB
ID:	860506

    you could also use output node and playing around with color mult and color offset
    Click image for larger version

Name:	outputnode.jpeg
Views:	1
Size:	117.7 KB
ID:	860507

    and use mix node and playing around with mix amount and mix map
    Click image for larger version

Name:	mixnode.jpeg
Views:	1
Size:	121.0 KB
ID:	860508

    hope that helps

    Comment


    • #3
      Thank you Gimu! That is exactly what I needed to know and I really appreciate you showing all three methods. I was curious about one thing however. I was wondering what the differences are between Output and Color on output sockets. Does it matter which one is used and why? I assume they are not completely redundant, but they both seem to work exactly the same.

      Comment


      • #4
        yes, i think they're exactly the same and i also think they both are unique too. perhaps andrei could shed some light about that.

        Comment


        • #5
          All plugin nodes are generated automatically, "Output" is the default socket that is added to almost all textures; some textures has additional outputs, like "Out Color", "Out Intensity", etc. "Output" is the same as "Color"/"Out Color".
          Basically, I could add checks if "Out Color" presents and add only "Output" in this case.
          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
          andrei.izrantcev@chaos.com
          Support Request

          Comment


          • #6
            I've added some code (https://github.com/bdancer/vb30/comm...94a6d7fb8911f9), now "Output" will be added only if "Color" doesn't present.
            V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
            andrei.izrantcev@chaos.com
            Support Request

            Comment


            • #7
              Just wondering out loud: do you have any sort of cleanup tool to either flag or convert old nodes into the current formats? The other day I found some bitmaps weren't loading. When I added new image texture nodes and re-linked my materials, everything was fine. I'd like to have a quick way to check if some older created nodes aren't working like their up-to-date counterparts. Then if there was a way to convert them, that would be even better.

              Comment


              • #8
                Originally posted by bdancer View Post
                I've added some code (https://github.com/bdancer/vb30/comm...94a6d7fb8911f9), now "Output" will be added only if "Color" doesn't present.
                I don't know if is related to this commit, but now Color texture node is not displaying any output socket.
                Click image for larger version

Name:	color_node.jpg
Views:	1
Size:	21.1 KB
ID:	861925

                It used to have an "Output" socked like described in the manual:
                http://docs.chaosgroup.com/display/VFBlender/Color
                architect at oona

                Comment


                • #9
                  Originally posted by andybot_cg View Post
                  Just wondering out loud: do you have any sort of cleanup tool to either flag or convert old nodes into the current formats? The other day I found some bitmaps weren't loading. When I added new image texture nodes and re-linked my materials, everything was fine. I'd like to have a quick way to check if some older created nodes aren't working like their up-to-date counterparts. Then if there was a way to convert them, that would be even better.
                  I would like to add to this request. The behaviour that old materials don't load properly and silently fail while crashing Vray is kind of frustrating at times. Some kind of display or check would be really very helpful regarding that.

                  Comment

                  Working...
                  X