Hello,
First of all I would like to wish everyone a very happy and successful New Year!
And for my issue:
I have an issue with VRayDirt with the inverted normal option enabled where the entire object receives the occluded color when the VRayDirt radius is larger than the thinnest part of the object.
In the simple example in the image below you can see what happens. Object 1 and 3 receive the desired and expected effect but Object 2 does not. The reason is because the height of the object (1.0cm) is smaller than the radius of the VRayDirt (4.0cm).
In this case I'm experiencing this problem with geometry with a Shell modifier applied to it but it also happens with 'regular' closed (non-shelled) objects.
I have tried quite a few things to get this to stop from happening but nothing seems to work. I even added geometry inside the Object to try and somehow block the 'crossover' effect. Also tried playing with the distribution and falloff of the VRayDirt. Tried setting the radius to match the height of the object (1.0cm in this case) and play with the distribution to get more coverage but that also doesn't seem to work.
I have also tried several settings of the Secondary Rays Bias in the Global Switches and this works up to a certain point but than I have to use large values (in this case 0.4 and up). Obviously this also affects many other things in my scene (not quite clear on what because the documentation doesn't really say what or how this affects things in the scene exactly) so it isn't really an option to use that. It for sure also affects all of the other VRayDirt maps I have in my shader networks... so I'm not happy with that.
I think I understand why this is happening but is there a way to prevent it? Since I'm using a lot of VRayDirt maps as masks in complex procedural shaders I'd rather not go back to unwrapping objects and manually painting out masks for these objects. It kind of defeats the purpose of a 'general purpose' procedural material
The image below demonstrates the problem.
First of all I would like to wish everyone a very happy and successful New Year!
And for my issue:
I have an issue with VRayDirt with the inverted normal option enabled where the entire object receives the occluded color when the VRayDirt radius is larger than the thinnest part of the object.
In the simple example in the image below you can see what happens. Object 1 and 3 receive the desired and expected effect but Object 2 does not. The reason is because the height of the object (1.0cm) is smaller than the radius of the VRayDirt (4.0cm).
In this case I'm experiencing this problem with geometry with a Shell modifier applied to it but it also happens with 'regular' closed (non-shelled) objects.
I have tried quite a few things to get this to stop from happening but nothing seems to work. I even added geometry inside the Object to try and somehow block the 'crossover' effect. Also tried playing with the distribution and falloff of the VRayDirt. Tried setting the radius to match the height of the object (1.0cm in this case) and play with the distribution to get more coverage but that also doesn't seem to work.
I have also tried several settings of the Secondary Rays Bias in the Global Switches and this works up to a certain point but than I have to use large values (in this case 0.4 and up). Obviously this also affects many other things in my scene (not quite clear on what because the documentation doesn't really say what or how this affects things in the scene exactly) so it isn't really an option to use that. It for sure also affects all of the other VRayDirt maps I have in my shader networks... so I'm not happy with that.
I think I understand why this is happening but is there a way to prevent it? Since I'm using a lot of VRayDirt maps as masks in complex procedural shaders I'd rather not go back to unwrapping objects and manually painting out masks for these objects. It kind of defeats the purpose of a 'general purpose' procedural material
The image below demonstrates the problem.