How to vraydirt + bump

Hello,
what’s the process to add bump only inside the vraydirt area?

I tried using Vraydirt in bump slot with a noise in all the vraydirt slot available, without sucess.
Sounds like vraydirt doesn’t work Inside the bump slot.

Long time ago i tried the vraycomptex+vrayedgtex without sucess. It work for a poly without subdivision, as soon as the poly as some subdivision, all inner edges show up.
thanks

Hello,
You can use DistanceTex.

Not sure how to start with that one.
Can you give me a hint?

thanks,
but this technique works only with 2 object in the scene.
To get an irregular edges on one single object, it will not work.

What exactly do you mean by “inside the vraydirt area” - VrayDirt has occluded and unoccluded colors and you could you them as a mask in Bump slot.
Here is one simple example:

Here is the shading network:

and scene >



vraydirt-bump.zip (31 KB)

Thanks,
this is what I’m trying to achieved, without the inner edge problem!
I was thinking that using the dirt map would help, but can’t find a way to combined edgetex+dirt+bump all together to achieve uneven edges.


Hm. you are using VrayEdgeTex - not VrayDirt.
Can you send us these scenes ?

In architecture, edges are never sharp. So vrayedge can make them look chamfered.
But such edges are never regular, uneven edges are the rules in every single material used in architecture.
The cracks are deeper and bigger at the corner but fade away with distance from the corner.
So following Peter Guthrie Vray Edge Fillet Tutorial — PETER GUTHRIE, I was hoping to get a good workflow for all external edges, but it doesn’t work due to the inner edges showing up as well.
Removing inner egdes is not realist for architecture modelling as it will take to long.
thanks



I think I got a solution which could be useful us this situation - it is a combination of VrayDirt + VrayEdgeTex.
Here is the wireframe of the geometry:

And here how the final result looks like:

And here is the shading network:

Two dirt-maps are used with the same parameters, the only difference is in the Invert Normal parameter. This is necessary cause I want to make the mast to work with concave and convex surfaces.
Here is the scene-file:

Let me know if you have any questions.




vray-dirt-edge-tex.zip (31.5 KB)

Thanks, that’s helping a lot.
Here is a test combining both dirt /edgetext/comptext, using the 2 sample tree shader you provide.
But still, the edges filelt is regular and there is no slot in vrayedges to get a variation in the radius.
So if you have a way to get the edges filet variation, thanks to let us know.
I also wonder what’s the difference beetwen the comptex and the composite map. Composite got more operand and more layer than comptex, when should we use one or another?
Thanks


vray-dirt-edge-tex01.zip (43.7 KB)

We are sorry to inform you but currently it is not possible to add thickness-variation to VrayEdgeTex.
It is also not possible to blend two or more VrayEdgeTex maps using noise-maps as a mask since the resulting map won’t produce expected round-bump-effect.

Hello again,

Thanks to Alexander, one of our 3DSMax developers we managed to find out a solution to your request.
It seams that two or more VrayEdgeTex maps could be blended together with Mix-map preserving the round-bump-effect.
This fact now opens the possibility to add variation of the edge by mixing VrayEdgeTex maps with different radius.
Here is one quick example of what I am talking about:

And the shading network:

Scene:



vray-dirt-edge-tex02.zip (30.5 KB)

Thanks,

That open a lot more possibility.
Can you please let me know the difference between composite and comptex from an artistic point of view, because it seems to achieve the same result?
Thanks

There is no difference from artistic point of view - both tools provide the exact same operations.
However Composite Map has more blending modes and ability to mix multiple input-maps while CompTex could only blend two inputs.
You could use whatever one is more comfortable with you.

Hello,
I get this thread up to find out if VrayNext got a better way of handling this type of details, not only on a single object but also between several object. Thanks

Seems like a job for a texturing app…

I’m waiting for Vado to code it .. But no answer yet. . ..