This is available in another rendering engine and a coworker suggested that this would have been a great solution for some fixes we had to do recently and could have saved even more time…
on top of the amazing speed of this great VRay shader !!! ![]()
This is available in another rendering engine and a coworker suggested that this would have been a great solution for some fixes we had to do recently and could have saved even more time…
on top of the amazing speed of this great VRay shader !!! ![]()
Why does it need an object exclude list?
Its a material specific shader.
i’m rather looking for a way to exclude material…opacity 0 or refraction still affects the occlusion.
I’m not sure what you mean by that, how are you using it?
Due to its nature I assumed you could do pretty much do anything with it (disregarding the fact it may be in a ridiculously complex setup)
This could be considered a somewhat “ridiculously complex setup” ![]()
Primarily it’s because of changes that we are asked to make on individual objects that are interacting with almost anything else in a localized area on a rigged, dynamically simulated, particle driven thing, oh and we are constantly looking for an extra couple of minutes due to what drives the whole process… deadlines ![]()
Whenever I use the VRayDirt shader as material specific it is as a mask for map channel but then when we want to do just a quick AO pass with this great VrayDirt shader on objects that may have been rendered in other rendering engines then we could use a little extra control to cut back on masking and roto work that a compositor would have to do to avoid the occlusion doubling up and what not.
plastic_s’ suggestion is a good one too for other reasons ![]()
I guess we could just get a script written that is applied durring job submition but it just seems like some features are better when they are more solidly integrated.
That is exactly what I have been yammering about, and also you will have to go through your scene to change/create or add to new materials dirt shader properties. The render below has no post process and as you can see the dirt pass is apparent through tranparencies. In addition I only have to tweak one set of parameters which affects the whole scene, also if I create or import any object I dont have to do anything to its material.
I am hoping Vlado might add something similar when he has got a spare moment.
I know the above does not help your situation, hope you find a fix soon.
Because its a shader, (I think) to solve this it would need to be re-written to become much better integrated.
This could also all be solved with a new material editor.
Node based, with the dirt as instances so you only need to alter one. ![]()
Thats all they need to do to max now for me, ive been wondering why it didnt already have one since I first started using it.
Yep we do want a node based editor
I seem to recall some kinda plugin in developement at one time.
Yeah I used to think that some form of an artist friendly scripting language like renderman or pov-ray would be great but all we really need is a nice solid node based editor. I’ve heard of a couple things like this in the past but the only one I know of currently in development is focused on HLSL.
Didn’t the author of Ornatrix have something like this he was working on?
Wha hey
Thanks stilgarna.
I currently have a scene with geometry road lines in it - I don’t wat vray dirt forming around these lines - only at the curbs. Plus I have cars on the road. This could be another example of wanting the ability to exclude objects or materials from this shading.