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2 sided vrayDirt?

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  • 2 sided vrayDirt?

    Would it be possible to have vraydirt ignore the surface normal but still shade correctly at inside vs. outside corners? Basically an inside corner of two planes would get occluded but the same corner on the outside would not (assuming a small dirt radius). The problem I'm having is sometimes I have flipped normals and they render black. I think for this to work vray would have to treat each side of a surface as a different shader, similar to the way it normally shades surfaces (i.e. a light one side of a plane doesn't normally show through to the other). Does this make sense?
    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.

  • #2
    Maybe use the vray 2 sided material with the dirt shader in one only?

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    • #3
      Seems like I got it working the way I want now. I've been using a standard material with 100% self-illumination to do a an AO/Dirt pass and I think this was what the problem was. Checking the "2-sided" box in the standard material gets it to work the way I want. Now I've got to modify that AO script . Thanks.
      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.

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