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Vraydirt and normal

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  • Vraydirt and normal

    Hi,
    is there a way to ignore the normal of the geometry in order to get an AO pass?
    Thanks

    Yannick
    Portfolio: http://www.cgifocus.co.uk

  • #2
    Have you tried a 2-sided v-ray material? I use the ambient occlusion pass to check normals, making sure everything is modeled correctly.
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
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    • #3
      I plugged the vraydirt in the vrayRE_Extra_Tex.
      I tried to plug the 2 sided material and it doesn't work. I tried with the vraydirt directly connected to the 2 sided material and I also tried with it connected to a vray material then plugged in in the 2 sided material.
      Portfolio: http://www.cgifocus.co.uk

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      • #4
        You can add (with a Mix map or a VRayCompTex) two VRayDirt maps where one has the "invert normal" option on and another - off.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          Thanks Vlado.
          I will give it a try.

          Yannick
          Portfolio: http://www.cgifocus.co.uk

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          • #6
            Another way to achieve that is to set both VRayLightMtls in a VRayBlendMtl ( Base and Coat material slots). Make sure that both VRayLightMtls have Emit On Back Side option enabled and VRayDirt attached. One of the VRayDirt maps should have Invert Normal option enabled.
            Furthermore, connect "FlippedNormal" of a Sampler info node to a "firstTerm" of a Condition node, set the operation to "Equal", "Color If True" to 1/1/1 and "If False" to 0/0/0. Then set the Condition node in the Blend Amount slot.
            This should work.
            Last edited by Zdravko; 27-04-2010, 04:18 AM.
            Best regards,
            Zdravko Keremidchiev
            Technical Support Representative

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