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VRayDirt - different radius for RGB -not just for one channel

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  • VRayDirt - different radius for RGB -not just for one channel

    Hey,

    i think it would be extremly useful to have the occlusion radius split up to RGB specfific radi. I also think that it would not be more computation-intense, wouldn't it?

    would help very much in comp if one could choose between different occl values.

    any chance to see this feature soon?

    cheers
    Oli
    OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

  • #2
    +1! Very good idea, used that approach on an earlier mray project, compers liked it.

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    • #3
      any news here? seems not too complicated too me....if anyone else would consider this a good idea please say it, since this would maybe increase it's priority....

      cheerio
      Oli
      OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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      • #4
        +1 for me!!!

        would be a seriously great thing

        Cheers

        Dominik
        Dominik Markota | Head of CGI | Senior Shading & Lighting TD @ Serviceplan MAKE

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        • #5
          You can always do a texture add in Maya with 3 Vray dirt textures.

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          • #6
            So what is the difference for 3 separate dirt elements?
            Usually I use only one for occlusion and maybe second for dirt.
            When saving to exr, there is enough information to ramp occlusions I need.
            If the calculation for rgb occlusion element might be any slower than the current b&w,
            then it's definetelly no go.

            Just another pov, before getting exited.

            Any thoughts? Vlado?
            Lasse Kilpia
            VFX Artist
            Post Control Helsinki

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            • #7
              the seperate rgb channels output is a great idea! what i would like to have is teh ability to change my output with a curve or a graph, however you want to call it. like an falloff graph in max. Wouldent that be helpfull?
              best regards
              MathTheRender

              emoticom AG
              www.emoticom.ch

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              • #8
                Originally posted by Metzger View Post
                You can always do a texture add in Maya with 3 Vray dirt textures.
                Now the question would be how much impact 3 vray dirts have on rendertime....my idea was to put the computation for 3 different radi in one dirt sample. Your idea seems to need 3 samples which would mean triple rendertimes...
                @chaosgroup: is that assumption right?

                cheerio
                OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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                • #9
                  really wouldn't be that hard to pump three dirt maps into the RGB channel of a Ramp, and then plug that into the extra texture slot of the render elements. You could probably automate that with a python script.

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                  • #10
                    Originally posted by ndeboar View Post
                    really wouldn't be that hard to pump three dirt maps into the RGB channel of a Ramp, and then plug that into the extra texture slot of the render elements. You could probably automate that with a python script.
                    this is the same as Metzger suggested and i still suppose that this may have a larger impact on rendertime than upgrading the VrayDirt node to do it with only one dirt sample and different radi.
                    OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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                    • #11
                      in that case, just render your occlusion with a large radius, and you can drop the radius in comp by adjusting the gamma.

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                      • #12
                        Before suggesting sth. like this please try it for yourself...you will see that you will never get the same result by just grading the occlusion pass.
                        OLIVER MARKOWSKI - Head of 3D at RISE | Visual Effects Studios

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