Announcement

Collapse
No announcement yet.

VRayDirt | Object Exclude List

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • VRayDirt | Object Exclude List

    This is available in another rendering engine and a coworker suggested that this would have been a great solution for some fixes we had to do recently and could have saved even more time...

    on top of the amazing speed of this great VRay shader !!!
    Jon Reynolds
    Method Studios

  • #2
    Why does it need an object exclude list?

    Its a material specific shader.

    Comment


    • #3
      i'm rather looking for a way to exclude material...opacity 0 or refraction still affects the occlusion.
      Marc Lorenz
      ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
      www.marclorenz.com
      www.facebook.com/marclorenzvisualization

      Comment


      • #4
        I'm not sure what you mean by that, how are you using it?

        Due to its nature I assumed you could do pretty much do anything with it (disregarding the fact it may be in a ridiculously complex setup)

        Comment


        • #5
          This could be considered a somewhat "ridiculously complex setup" :P

          Primarily it's because of changes that we are asked to make on individual objects that are interacting with almost anything else in a localized area on a rigged, dynamically simulated, particle driven thing, oh and we are constantly looking for an extra couple of minutes due to what drives the whole process... deadlines

          Whenever I use the VRayDirt shader as material specific it is as a mask for map channel but then when we want to do just a quick AO pass with this great VrayDirt shader on objects that may have been rendered in other rendering engines then we could use a little extra control to cut back on masking and roto work that a compositor would have to do to avoid the occlusion doubling up and what not.

          plastic_s' suggestion is a good one too for other reasons

          I guess we could just get a script written that is applied durring job submition but it just seems like some features are better when they are more solidly integrated.
          Jon Reynolds
          Method Studios

          Comment


          • #6
            That is exactly what I have been yammering about, and also you will have to go through your scene to change/create or add to new materials dirt shader properties. The render below has no post process and as you can see the dirt pass is apparent through tranparencies. In addition I only have to tweak one set of parameters which affects the whole scene, also if I create or import any object I dont have to do anything to its material.



            I am hoping Vlado might add something similar when he has got a spare moment.

            I know the above does not help your situation, hope you find a fix soon.

            Comment


            • #7
              Because its a shader, (I think) to solve this it would need to be re-written to become much better integrated.

              This could also all be solved with a new material editor.
              Node based, with the dirt as instances so you only need to alter one.
              Thats all they need to do to max now for me, ive been wondering why it didnt already have one since I first started using it.

              Comment


              • #8
                Yep we do want a node based editor I seem to recall some kinda plugin in developement at one time.

                Comment


                • #9
                  Yeah I used to think that some form of an artist friendly scripting language like renderman or pov-ray would be great but all we really need is a nice solid node based editor. I've heard of a couple things like this in the past but the only one I know of currently in development is focused on HLSL.

                  Didn't the author of Ornatrix have something like this he was working on?
                  Jon Reynolds
                  Method Studios

                  Comment


                  • #10
                    Originally posted by GALACTUS
                    Yep we do want a node based editor I seem to recall some kinda plugin in developement at one time.

                    http://sourceforge.net/project/showf...roup_id=172064

                    http://www.lumonix.net/frames_shaderfx.html

                    Best regards
                    My Flickr

                    Comment


                    • #11
                      Wha hey Thanks stilgarna.

                      Comment


                      • #12
                        I currently have a scene with geometry road lines in it - I don't wat vray dirt forming around these lines - only at the curbs. Plus I have cars on the road. This could be another example of wanting the ability to exclude objects or materials from this shading.
                        LunarStudio Architectural Renderings
                        HDRSource HDR & sIBL Libraries
                        Lunarlog - LunarStudio and HDRSource Blog

                        Comment

                        Working...
                        X