VrayDirt as a Bump map

I can’t seem to get VRayDirt to work in the Bump channel.
It crashes Max when used as a Displacement map since it is geometry dependent, but it shouldn’t have a problem to act as a bump map.

Any idea for how to make it work?

You could try the color2bump shader, though I’m not sure if it will work: Chaos: Industry-leading design and visualization software

Best regards,
Vlado

Unfortunately it doesn’t.

I’m creating a generic procedural scrapes map and I wanted to use it as a bump map, but it seems that it’s not possible.

Is this something that can be added? Or is it like the combination of VRayDirt and Displacement that makes it technically not possible?

If you want to use it specifically for displacement, it won’t work - VRayDirt needs the scene geometry to trace rays through it, but on the other hand, generating the displaced geometry needs the VRayDirt texture to be calculated… so it’s the chicken and the egg :slight_smile: The VRayDistanceTex texture might work in that case though.

I will check what prevents the dirt texture from working with bump though. Do you just need it as a mask between two bump maps, or you want it to generate actual curvature?

Best regards,
Vlado

I’ll use it for both. Basically, I’ll want to use it the same way I use any other procedural map (noise, cellular etc…).
So I might use it as a mix map, or I might use the actual dirt map to create superficial cavities.

@Vlado:

Just as a reminder:
http://www.chaosgroup.com/forums/vbulletin/showthread.php?65260-Vray-round-corner-same-options-as-MR-round-corner-BLEND-WITH-MATERIAL-please&p=563277#post563277

:wink:

Hi,
any chance you found out why VrayDirt doesn’t work with bump?
Could be a real lifesaver when working with procedural materials.

It seems to work if you use it as a mix map and then plugging maps to the black and white slots.

I think this was solved in the latest service pack…

Best regards,
Vlado

Great! Looks like I’ve forgot to update :slight_smile:
Thanks

Hmm, updated to latest version of vray (2.40.03) and still not working.

Here’s the vraydirt in Diffuse slot:

And here the same map in Bump (strength at 100):

As you can see - not working at all. I tried using it as a mix mask, but it doesn’t work either.


It doesn’t work in my tests too, i will make a note about this.

Also, shouldn’t VRayDirt in the bump slot without any maps (just black and white color swatches) work similar to the VRayEdgeTex in the bump slot?

*) V-Ray Dirt mapis not fully implemented for the bump slot yet.
*) EdgesTex map will work for the bump slot if it’s used with Color2bump node.

That’s not what I meant though… Because having the EdgesTex in the bump slot on its own makes it work as a “round edge” map already. Does it still work like that once it’s in a Color2Bump map, or is the EdgesMap treated differently then?

Could VRayDirt be used as a “round edge” map (once it works in the bump slot)? Because it would be much better than the EdgesTex, since it doesn’t depend on mesh topology.

Are you using a mapped radius? Can you post the scene?

Best regards,
Vlado

Hmm.Just a side note:
Why would one put the edgesTex map into a Color2bump node? It works directly piped into the materials bump slot does it not? At least it used to.

This will get you round corners and I think viscorbel needs something else.

Best regards,
Vlado

Oh ok. Never mind then :face_with_spiral_eyes:

Which again brings up the question, once VRayDirt (with inverted normals) works in the bump slot, would it create round corners too? Or could it be set to do that?