Vray occlusion out colour

Hey guys

Im looking to grab the Vray dirt output to drive a displacement for car interior stitching holes.

The setup goes like this:

Vray dirt into a Vray shader_Illum_col_R.
Illum_col_R into a luminance node and that luminance into a displacement node.

The idea is the have object interactions in the scene where we want stitch hole divots, and line up geo to create the output map to drive the displacement. I can get the Illum value to work with a checker piped in, but I cant seem to extract the Vray Dirt result from the geo interactions to drive the correct displacement. It just outputs a solid white value as the whole displaced geo shifts instead of where the map should be displacing.

Any ideas?

Cheers.

I don’t think you can use dirt/curvature/etc to drive displacement, as those textures are evaluated after subdividing/displacing, not before.

Ok, yeh that’d make sense its that way around in the evaluation. Dont suppose theres a way to tell a specific AO map to calculate before its usual phase?

Data channel modifier? https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-99C5FAEC-993A-404F-BB09-B52C30679564-htm.html

Cool Ill check that out.

We got a rough system to work.

Geo sphere on a plane - distance tex with both objects added. - distance tex into VrayTexOCIO - Pipe that into displacement shader - displacement shader into vrayMat shading group.

That creates a displacement hole in the base plane geo, which would be the car seat or steering wheel. The result is a bit crude, but its kind of working. Will keep at it and let you know how we get on.

Got the soft edges fixed and had some nice results. Ill post up a scene once I have time if anyone is interested.

Are you still up for sharing this? I would like to see it!

Maybe share a short description of what you did too?