I've noticed there doesn't seem to be any way for VrayDistanceTex to let objects affect themselves the way you can with dirt. Is there any way to add that functionality? It would be really useful. Especially when used with complex materials or tweaks in Simbiont shaders to add things like rust and dirt in crevices.
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VRayDistanceTex "self-distancing"
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It is somewhat more complicated... VRayDistanceTex looks for the closest point from the list of meshes; if we included the same object, then the closest point would be trivially the one that is being shaded. We would need to add more complex to logic to define what points would be acceptable as closest points based on their normals or similar. It's not impossible though, will think about it.
Best regards,
VladoI only act like I know everything, Rogers.
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Originally posted by Dubbie99 View PostThe option I would love to have is a checkbox to make this shader work off verts only. This will allow me to make custom voronoi point distributions.
It should be trivial to impliment too.
Best regards,
VladoI only act like I know everything, Rogers.
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Dirt cant be used as distance tex.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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I dont know what you are looking for. But the reason why distance tex is here in a first place is because can do displace which dirt cant.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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2D | 3D | web | video
jiri.matys@gmail.com
---------------------------
https://gumroad.com/jirimatys
https://www.artstation.com/jiri_matys
https://www.youtube.com/channel/UCAv...Rq9X_wxwPX-0tg
https://www.instagram.com/jiri.matys_cgi/
https://www.behance.net/Jiri_Matys
https://cz.linkedin.com/in/jiří-matys-195a41a0
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