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Vraydirt radius texture not working properly

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  • Vraydirt radius texture not working properly

    At least it's not working the way it works in 3dsmax. We can input the numerical value of the radius but then add a texture to break it up. If i do the same in Houdini it ignores the numerical value and only assumes the texture. Unless there's another way to do it in Houdini

  • #2
    What happens in Max is that the radius value gets multiplied by the texture, this is how it works under the hood
    You will need to consider that usually max scene units is CM, while Houdini uses meters, you will need to use something like .000008 to get the effect you want
    In theory you can use Vray remap node after your triplanar map, and plug that to Vray's dirt radius... In that case the output Max value is your radius, this is how I achieved the same effect in other renderers and in Vray for Modo/Maya
    Or basically something like a multiply math node after your triplanar.. You should be able to achieve exacly the same results you get in Max
    I have done a lot of research on this in the past, as this workflow is quite handy for procedural shading, I've also reported that to the Vray Modo developer, and he implemented a radius that worked exactly like what Max have
    It would be nice if we get something similar in VFH, it will save a lot of time.
    This is from Vray for Modo changelog back in 2018
    Code:
     
     (2018.02.15) Improved - V-Ray Textures: Added a separate "Radius Texture" slot to the V-Ray Dirt texture, the final radius is now determined by multiplying "Radius" and "Radius Texture" similar to the functionality in V-Ray for 3ds Max; 				Note: For V-Ray Dirt textures already in the Schematic, the new channel will appear when you re-add (remove and add again) the V-Ray Dirt texture to the Schematic. You can also add it by right clicking on the Schematic node and choosing Add Channel -> Radius Texture;
    Muhammed Hamed
    V-Ray GPU product specialist


    chaos.com

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    • #3
      This setup seems to work,

      Click image for larger version

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      Muhammed Hamed
      V-Ray GPU product specialist


      chaos.com

      Comment


      • #4
        Thanks for the explanation, didn't know how it worked behind the scenes. That method indeed worked, thanks!

        Comment


        • #5
          8bit rgb files has output 0 to 1 which should be used as a multiplier for your desired value. So connecting this texture to a "RGBAMultiplyMax" and multiplying it by the value should work like in 3dsmax. This extra step gives you more control over the process.
          Georgy Chakarov | QA
          www.chaosgroup.com
          georgy.chakarov@chaosgroup.com

          Comment


          • #6
            Thanks for confirmation Georgy!
            Would it be possible to have this setup under the hood? just like how it works in Vray for Max/Modo?
            it will save us few clicks, and considering that this workflow is very popular in Max/Maya/Modo.. people would expect it to work this way(most people don't know how this works under the hood and would assume that this is a limitation or a bug)
            Muhammed Hamed
            V-Ray GPU product specialist


            chaos.com

            Comment


            • #7
              The request is added to our "todo" list.
              Georgy Chakarov | QA
              www.chaosgroup.com
              georgy.chakarov@chaosgroup.com

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              • #8
                Awesome!
                Thanks Georgy!
                Muhammed Hamed
                V-Ray GPU product specialist


                chaos.com

                Comment

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