Hi,
from other renderers i work with, i am used to use AO/Dirt maps for procedural material creation. While in the other renderers this approach works (Mental Ray and Corona) in V-ray i always have big problems achieving exact effect i need as VrayDirt does not allow for sufficient control over the effect.
When i create worn edges effect for example. I need to achieve over exaggerated effect of the dirt map, but V-ray does not allow me to go beyond distribution and falloff values of 0. (Mental Ray and Corona have "spread value" which is very intuitive and convenient way to control strength of AO effect).
Let me demonstrate:
I have a simple cube and desired radius of AO effect set to 100mm...
Vray result at distribution 0 and falloff 0, can not go any lower:
Result that was very easily achieved in Corona renderer:
And this is the kind of effect that i can achieve with sufficiently controllable AO/Dirt map (all the edge wearing and dirt in corners is done procedurally by AO maps and procedural textures)
I hope to see improved control in VrayDirt too
Edit: I think that practical scenario of implementation could be simply allowing the distribution parameter to go into negative values
from other renderers i work with, i am used to use AO/Dirt maps for procedural material creation. While in the other renderers this approach works (Mental Ray and Corona) in V-ray i always have big problems achieving exact effect i need as VrayDirt does not allow for sufficient control over the effect.
When i create worn edges effect for example. I need to achieve over exaggerated effect of the dirt map, but V-ray does not allow me to go beyond distribution and falloff values of 0. (Mental Ray and Corona have "spread value" which is very intuitive and convenient way to control strength of AO effect).
Let me demonstrate:
I have a simple cube and desired radius of AO effect set to 100mm...
Vray result at distribution 0 and falloff 0, can not go any lower:
Result that was very easily achieved in Corona renderer:
And this is the kind of effect that i can achieve with sufficiently controllable AO/Dirt map (all the edge wearing and dirt in corners is done procedurally by AO maps and procedural textures)
I hope to see improved control in VrayDirt too
Edit: I think that practical scenario of implementation could be simply allowing the distribution parameter to go into negative values
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