This parameters determines the amount of area (in units) where the VRayDirt effect is produced.
And yes, it exsists. If you look at the controls for texDirt, there’s one called radius. This wouldn’t make the dirt more streaky though, it just determines the amount of area where the VRayDirt effect is produced. It does not effect the shape of the dirt.
thanks, devin. sorry i wasn’t clear enough - i understand what the radius parameter does. i’m asking if there is a way to use something like a transparency mask or a procedural function on the dirt to control its shape so it’s not the smooth gradient that normally appears.
edit: or if not, could it be implemented easily enough in a future beta since the framework seems to exist already?
You can combine procedural textures together. For example, you could use the texDirt texture as the input for the white color in a checkerboard texture. Then every square of the checkerboard texture will display the texDirt texture. You could use it in a texNoise texture for a bit more random of a pattern, or maybe texCloth. If you play around with the parameters for each texture type, and try using other texture types as inputs for a texture’s color, you should be able to figure out something to your liking.
ahhh. thank you. i was working backwards - previously trying to control Dirt with another procedural, now i see that I have to control a procedural (ie. Smoke, below) with dirt mapping.
so much talk on all these procedural textures, would it be possible to have a short tutorial on how to use all these textures? i know a few already but some friends from my university asked me about the rest. i just don’t know how to use em
i’m still experimenting with the dirt + procedural methods, but can’t figure out why or how i am to use certain parameters - for instance, why do the veins in texMarble become vertical lines when i set a random yellow color for the “ripple” parameter?
Mr. Senator: to start, I achieved the smokey dirt effect by doing the following:
1. set diffuse color to black
2. set texSmoke as diffuse map
3. set phase=5, iterations=10, size=50, alpha from intensity=on
4. color 1 = texDirt (radius=75, distribution=2, subdivs=12)
i’m trying to translate it to other procedurals somehow. i’ll post any useful insights.
In 3DS Mas you can use a texture mapping inside the radius to control the amount of dirt. For Example, you could use a bitmap in the radius to control the dirt. We don’t have this option.
Mr. Senator - Actually, a lot of the new features were added automatically by our new core, so we didn’t really do anything by hand to add them. The new texture types for instance. All I did was tell our program that we wanted to allow those texture types, which were supplied by the chaos group, and we were done. So we don’t really know what all of the options in each of the new texture types controls. Fernando has been able to get some pretty good results out of our new features, and has made some tutorials, but that’s pretty much all the info we have about them so far. As Fernando gets time to investigate these new features more, he will be making more tutorials that you can watch. There’s also lots of useful information in the V-Ray documentation here:
o wow, i didn’t know all that, guess we have to say hats off to you guys for all your hard work and research, i have all tutorials released from asgvis, everyone so far, so i will look forward to all your discoveries. keep it up guys, am the biggest fan, o and one more request, am a big lover of wall papers,lol, do you guys have a vray for sketchup wallpaper i could have? with the logo and all? lol, just my silly request