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  VRay Home  ::  VRay Documentation Home  ::  VRay Renderer Parameters  ::  VRay Dirt Map Paramenters

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Search Keywords: AO, Dirt, VRayDirt 

All the examples are rendered using a VRayMtl with a Mix map in the Diffuse channel:

Example 1: Radius parameter

This parameters determines the amount of area (in units) where the VRayDirt effect is produced.

Notice that two of the object do not contact any other objects on their tops, so there is no dirt effect.

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
Simple VRayMtl - no Dirt effect
radius: 10.0
radius: 30.0

Example 2: Distribution parameter

This parameter will force the rays to gather closer. The effect is that the dirt area is being narrowed closer

to the contact edges.

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
Rays distribution (X,Y,Z) axis
Equal angle between rays distribution
Distribution parameter = 0.0
Rays distribution (X,Y,Z) axis
Different angle between rays distribution
Distribution parameter > 0.0

 

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
distribution: 1.0
distribution: 3.0
distribution: 10.0

Example 3: Falloff parameter

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
falloff: 0.0
falloff: 1.0
falloff: 5.0

Example 4: Subdivisions parameter

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
subdivisions: 1
subdivisions: 5
subdivisions: 20

Example 5: Ignore for GI / Consider same object only

1/ This check-box determines whether the dirt effect is going to be visible during the GI calculation.

2/ Consider same object only - On - in this case the dirt will affect only the objects themselves,

without including contact surfaces and edges.

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
ignore for GI: on
ignore for GI: off
consider same object only: on

Example 6: Texmap radius / Invert normal

In the next example a bitmap is used in the texmap radius slot. Notice that the main radius parameter

still has effect - it determines the amout of area where the texmap radius bitmap would blend.

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
radius: 100
texmap radius: bitmap
radius: 300
texmap radius: bitmap

Invert normal parameter will change the direction of tracing the rays. When it is Off the rays are

being traced outside the surface, when On they are traced inside the surface.

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
invert normal: off
 
invert normal: on

Example 7: Biases

These parameters will bias the normals, so that the dirt effect is forced to some of the axis(es).

VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion VRay Documentation - VRayDirt - Example 2 - Ambient Occlusion
bias_X: 100.0
bias_Y: 100.0
bias_Z: 100.0

 

  

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