Hi there,
I wonder if those two methods would be possible with Vray, too.
1. Cavity Mapping.
Like used by z-brush. It´s somehow similar to a dirt shader.
But it´s much faster because it´s not raytraced (as far as i can judge).
Also you can get much more contrast and sharp edges, wich seems
impossible with the standard Vray Dirt Shader. Looks like it makes
a gradient depending on how convex or concave an object is.
Here some examples
http://www.zbrush.info/docs/images/t...CavityMask.jpg
http://www.polyboost.com/Images/cavity.jpg
2. DX10 Style intersection Blending.
If you have played computer games in the past you will know the effect when
smoke or explosions intersect with other objects. It was always a sharp edge.
With DX10 it´s possible to soft blend a material when two objects intersect.
http://www.hothardware.com/articleim..._BS_SoftP2.jpg
http://www.ozone3d.net/public/news/2..._dx9vsdx10.jpg
Imho it would be a powerfull tool to blend objects by a variable mask (blend distance,
sharpness, noise) as soon as they intersect.
cheers,
sam
I wonder if those two methods would be possible with Vray, too.
1. Cavity Mapping.
Like used by z-brush. It´s somehow similar to a dirt shader.
But it´s much faster because it´s not raytraced (as far as i can judge).
Also you can get much more contrast and sharp edges, wich seems
impossible with the standard Vray Dirt Shader. Looks like it makes
a gradient depending on how convex or concave an object is.
Here some examples
http://www.zbrush.info/docs/images/t...CavityMask.jpg
http://www.polyboost.com/Images/cavity.jpg
2. DX10 Style intersection Blending.
If you have played computer games in the past you will know the effect when
smoke or explosions intersect with other objects. It was always a sharp edge.
With DX10 it´s possible to soft blend a material when two objects intersect.
http://www.hothardware.com/articleim..._BS_SoftP2.jpg
http://www.ozone3d.net/public/news/2..._dx9vsdx10.jpg
Imho it would be a powerfull tool to blend objects by a variable mask (blend distance,
sharpness, noise) as soon as they intersect.
cheers,
sam