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:: VRay Dirt Map Paramenters
VRayDirt - Example 2 (Ambient Occlusion)
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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.
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Simple VRayMtl - no Dirt effect
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radius: 10.0
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radius: 30.0
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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.
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Rays distribution (X,Y,Z) axis
Equal angle between rays distribution
Distribution parameter = 0.0
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Rays distribution (X,Y,Z) axis
Different angle between rays distribution
Distribution parameter > 0.0
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distribution: 1.0
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distribution: 3.0
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distribution: 10.0
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Example 3: Falloff parameter
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falloff: 0.0
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falloff: 1.0
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falloff: 5.0
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Example 4: Subdivisions parameter
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subdivisions: 1
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subdivisions: 5
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subdivisions: 20
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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.
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ignore for GI: on
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ignore for GI: off
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consider same object only: on
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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.
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radius: 100
texmap radius: bitmap
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radius: 300
texmap radius: bitmap
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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.
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invert normal: off
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Example 7: Biases
These parameters will bias the normals, so that the dirt effect is forced to
some of the axis(es).
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bias_X: 100.0
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bias_Y: 100.0
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bias_Z: 100.0
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