It would be super handy to have the option on the Dirt AO texture to force that Dirt node to calculate before displacement. For instance if you want to displace where an object is curved or has AO build up in a corner.
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checkbox on dirt AO node to calculate before displacement
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If the goal is to use the AO as a mask for displacement, would it make more sense to use the Curvature node instead?
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I had a chat with the devs and it turns out that this cannot be easily done.
The Dirt texture is calculated at a phase where all subdivision and displacement is already done.
The solution in V-Ray would be to keep a copy of the non-displaced triangles, calculated the dirt from it and use the dirt to drive displacement.
In a similar way, this can be achieved in the scene - by having a non-displaced copy of the mesh, which is hidden for rendering (the Dirt texture has an option to consider hidden objects).
Alternatively, it can be baked to a texture to drive displacement.
Do any of the suggestions work for you?
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