The DistanceTex is very nice and I can see it being very useful.
Can you set it up like VrayDirt so that the distance radius can be influenced by a texture map? So we can have an ‘undulating’ boundary between near and far?
And can we have some type of ‘curve’ control (like in an output map) so we can control the falloff from near to far? (Come to think of it, maybe an output map could be used to control falloff -- but it would be easier to use if it was integrated)
Hi Vlado -- I see distance has a mappable attribute, but it doesn’t work like I’d expect.
What I was hoping for is a radius function like VrayDirt. I like how you can apply a noise map to VrayDirt’s radius and get an undulating border for the dirt. Can that also be done with VrayDistanceTex? The reasoning behind it is that it would be a simple way to apply stains (or darkened/lightened areas in) a specific location without dealing with mapping coordinates. You could create a nonrenderable “driver” object (could be a box, or an extruded spline maybe) where you want a stain to appear on the main object.
This driver object would be used in the DistanceTex which in turn would be used as a mask in a VrayBlendMtl (or a composite map) in the main object to be affected.
We can do this now, but the stained area has a hard edged perimeter matching the driver object. If the radius was mappable with noise we could get a natural wavy perimeter with a soft falloff and the stain would blend in better. I don’t know if this is technically possible or if it even makes sense, but I thought I’d ask.