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Crash : use VRayDirt in displacement

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  • Crash : use VRayDirt in displacement

    Hi,
    I want to add displacement on edge of a model. For this, i use VRayDirt with "invert normal" on, and in the occluded color, i connect my map.
    The problem : Vray crash.

    V-Ray: V-Ray for Maya version 2.25.01, revision 19321 from Feb 13 2012, 07:40:14, linux64, Maya 2011.
    (perhaps now it is fixed on more recent build ? I will test today when i will have the new install at my work)

    Thanks.
    www.deex.info

  • #2
    Ok, same problem with the build from today.
    If we can fix this quickly, it will be great.
    Thanks.
    www.deex.info

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    • #3
      This is why the distance tex was implemented I think - the way dirt works means you cant use it for things like displacement.

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      • #4
        I don't know if the VRayDistanceTex do what i want.
        I use VrayDirt with normal invert to get the edge of my object. Can we do this with the VRayDistanceTex ?
        And the VRayDistanceTex is not in Maya..
        Last edited by bigbossfr; 20-03-2012, 03:58 AM.
        www.deex.info

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        • #5
          This would create an impossible dependency, hence does not work. The displacement would alter the dirt which would alter the displacement etc. etc.

          Regards,
          Thorsten

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          • #6
            Originally posted by bigbossfr View Post
            If we can fix this quickly, it will be great.
            Unfortunately it is not fix-able. (Well, we could fix the crash, but it still won't get you the effect you expect). As Thorsten pointed out, it creates a dependency that cannot be resolved. One solution would be to bake the VRayDirt texture, and then use that as displacement.

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

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            • #7
              Yep, i will bake the VRayDirt, this is the solution.
              Just a suggestion/idea : what do you think to add an option in the VRay dirt to bake the map internally before to rendering (like a "prepass") ? (Renderman style heyhey)
              www.deex.info

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              • #8
                Originally posted by bigbossfr View Post
                Yep, i will bake the VRayDirt, this is the solution. Just a suggestion/idea : what do you think to add an option in the VRay dirt to bake the map internally before to rendering (like a "prepass") ? (Renderman style heyhey)
                For the moment, I'd rather not. It will bring in a whole host of other issues...

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

                Comment


                • #9
                  this smells like the ideal application for baking into PTex!!! Does Vray support that already? This would be even more awesome than baking into vertex colors!!!!

                  my 2 cents
                  Oli
                  OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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                  • #10
                    No, we don't have any experience with PTex writing just yet; also, we had to implement texture baking for subdivision surfaces first, before we can think of PTex baking (which would have to be be an entirely separate baking engine).

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

                    Comment

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