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  • Vay dirt invert normals

    I have a simple flat shape as a poly. I was hoping to use vray dirt (invert normals) to create a edge fade from one texture to the other. So basically the falloff starts at the edge of the element and falls off toward to center of that element. I can't seem to get this to work with vray dirt and I'm assuming it is because the shapes are entirely flat. Is there another technique to do this or am I doing something wrong ? The entire mesh goes the occluded colour.

    Click image for larger version

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    This is what I was looking for with a nicer smother falloff:

    Click image for larger version

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    Regards

    Steve

    My Portfolio

  • #2
    I found the problem. I found this thread: http://forums.chaosgroup.com/showthr...ight=vray+dirt

    ..and realised that my object was very thin. I discarded the shell mod and instead selected all borders and dragged them down. Now it works as expected.

    It would be good to have an option in vray dirt to deal with thin meshes.
    Regards

    Steve

    My Portfolio

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    • #3
      okay. I have another problem now. The shape is actually a road that sits on a larger landscape mesh. Now I'm trying to render with this in the scene as well, the vray dirt does not show up at all..even when I have "consider same object only" on. The vray dirt only works when the object is isolated.

      Any ideas ?
      Last edited by stevesideas; 20-10-2014, 08:14 AM.
      Regards

      Steve

      My Portfolio

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      • #4
        It would be best to post an example for this.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          I've attached a simple example. If you render as is, the small block will not be affected by vray dirt on the top even though I have selected "consider same object only". If you pull up the small block so it sits further up or even away from the green plane the vray dirt then affects the top as it should.
          Attached Files
          Regards

          Steve

          My Portfolio

          Comment


          • #6
            Did you manage to look at this ? Sorry to ask but it would be ideal to have it for the job I'm working on.
            Regards

            Steve

            My Portfolio

            Comment


            • #7
              Hello, Steve!

              Thank you for bringing this up. Apparently geometry that is placed inside the shaded object influences VRayDirt calculation when invert normal is used. This is a bug and we added it to our system now. We will inform you as soon as it is resolved.
              For now you can cut and remove the geometry that lies inside the shaded objects.

              Best regards!
              Margarita Stoeva | chaos.com
              Chaos QA (V-Ray for 3ds Max)

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              • #8
                Good stuff. Cheers
                Regards

                Steve

                My Portfolio

                Comment


                • #9
                  http://www.enrichpro.com/en/richdirt/index.html might help you with most of your problems (including thin surfaces). Or you could make a composite of a vrayedgetex and a gradient ramp (box)
                  A.

                  ---------------------
                  www.digitaltwins.be

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                  • #10
                    Hello, Steve!

                    We have improved the calculation of VRayDirt with "consider same object only" and "invert normal" enabled. The fix will be included in the next service pack.

                    Best regards!
                    Margarita Stoeva | chaos.com
                    Chaos QA (V-Ray for 3ds Max)

                    Comment

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