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VrayDirt BUG - urgent

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  • VrayDirt BUG - urgent

    Hello guys,
    i found this bug when trying to replicate Alucobond material which curves slightly on the edges:
    https://www.google.cz/imgres?imgurl=...act=mrc&uact=8

    Here is a picture of the base of the shader.

    No matter what i do and how i set this up, it seems that using vray dirt always makes triangulation lines where they should not be as seen on a little IPR render.
    Unplugging the dirt fixes the problem but also i dont have anything to suplement it with so the solution is miles away.

    I also tried using vray comptex node but it does the same and also plugging vraycolor2bump to various places doesnt help.

    Any ideas?

    Is this documented?

    Cheers
    Martin

    Martin
    http://www.pixelbox.cz

  • #2
    VRayDirt will not work well as a bump map and it might take a while to implement this functionality. You will have better luck using a Mix texture or VRayCompTex to mix a VRayEdgesTex texture with the other bump maps.

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

    Comment


    • #3
      cant use edge tex unfortunately Vlado. as i need to have the actual edges chamfered and edge tex creates lined artifacts in such places.
      oh well will have to map this manually with gradients somehow

      Martin
      http://www.pixelbox.cz

      Comment


      • #4
        I can spend some time on it, but it will will require a new V-Ray build...

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

        Comment


        • #5
          i have lots of trouble using vray dirt in composite material.
          i now know its not working as a bump but in composite it has troubles as a mask too...using curvature or distance in such cases but dirt is very special.

          It would be great addition to have this in VRAY NEXT
          Martin
          http://www.pixelbox.cz

          Comment


          • #6
            Hmm I doubt vray dirt would work. Why not use curvature? it should give you exactly what you need?
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

            Comment


            • #7
              With curvature you always get overlap of the curvature effect in the corners which leads to unsatisfactory results when used as a bump map
              Martin
              http://www.pixelbox.cz

              Comment


              • #8
                You may have luck with a composite texture and Itoosoft's Color Edge plugin...https://www.itoosoft.com/freeplugins/coloredge.php Alternatively I'd just make a fuzzy circle bitmap and use face mapping for each of the panels.
                www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

                Comment


                • #9
                  Color edge does similar thing, it doesnt produce round shapes in corners but interpolates and creates visible linear connection.
                  I went the good old mapping way in the end, the shader is still not finished but i have a good base now

                  thanks guys!

                  WIP

                  Martin
                  http://www.pixelbox.cz

                  Comment


                  • #10
                    Having VRayDirt working as bump would be really great. I made use of the DistanceTex quite a few times for that purpose, but Dirt would've been the better solution.
                    Software:
                    Windows 7 Ultimate x64 SP1
                    3ds Max 2016 SP4
                    V-Ray Adv 3.60.04


                    Hardware:
                    Intel Core i7-4930K @ 3.40 GHz
                    NVIDIA GeForce GTX 780 (4096MB RAM)
                    64GB RAM


                    DxDiag

                    Comment


                    • #11
                      I too would suggest using the DistanceTex for this. Just create an (invisible) groove geometry. Plugging the DistanceTex into an output map then allows you to adjust the rounding off the "bulge" via the map's curves.

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