I've been scratching my head all morning.
It seems based on the options in the vraydirt map that there would be some way to control where dirt is placed. What I am looking for is a way to have dirt have most effect adjacent to horizontal surfaces, and little effect adjacent to vertical surfaces. I've tried using a perp/parallel falloff in the radius, which seemed to make the most sense, but couldn't figure out what it was doing. I also tried to accomplish the same thing using the occluded color slot. I can't figure out how this map is supposed to work, beyond the basic parameters.
Anyone have any ideas?
A related question...
There are X, Y, and Z controls for bias. XYZ what?
World axis directions? Ray normals relative to the surface receiving the dirt?
Likewise, if I put a falloff in any of this map's slots and I specify World X or Camera Z or whatever, what does that direction refer to? The normal of the surface receiving the dirt? The rays cast to determine dirt placement?
It seems based on the options in the vraydirt map that there would be some way to control where dirt is placed. What I am looking for is a way to have dirt have most effect adjacent to horizontal surfaces, and little effect adjacent to vertical surfaces. I've tried using a perp/parallel falloff in the radius, which seemed to make the most sense, but couldn't figure out what it was doing. I also tried to accomplish the same thing using the occluded color slot. I can't figure out how this map is supposed to work, beyond the basic parameters.
Anyone have any ideas?
A related question...
There are X, Y, and Z controls for bias. XYZ what?
World axis directions? Ray normals relative to the surface receiving the dirt?
Likewise, if I put a falloff in any of this map's slots and I specify World X or Camera Z or whatever, what does that direction refer to? The normal of the surface receiving the dirt? The rays cast to determine dirt placement?
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