
Radius - this parameters determines the
amount of area (in scene units) where the VRayDirt effect is produced. For
further info, please see the Example section. You can also use a texture to control the radius. The
texture intensity is multiplied by the radius to calculate the final radius
at a given surface point. If the texture is white at a given surface point,
the full radius value is used. If the texture is black, a radius of
0.0 is used.
Occluded color - this is the color that
will be returned by the texture for occluded areas. You can also use a
texture map for this parameter.
Unoccluded color - this is the color that
will be returned by the texture for unoccluded areas. You can also use a
texture map for this parameter.
Distribution - this parameter will force
the rays to gather closer to the surface normal. The effect is that the dirt
area is being narrowed closer to the contact edges. For further info, please
see the
Example section.
Falloff - this parameter controls the
speed of the transition between occluded and unoccluded areas.
Subdivs - controls the number of samples
that VRay takes to calculate the dirt effect. Lower values render faster
but produce a more noisy result.
Bias (Y,Z) - these parameters will bias
the normals to the X (Y,Z) axes, so that the dirt effect is forced to those
directions. Consider that these parameter can also take negative values for
inversing the direction of the effect. For further info, please see the
Example section.
Ignore for GI - this check-box determines
whether the dirt effect will be taken into consideration for GI calculations
or not. For further info, please see the
Example section.
Consider same object only - when this is
On, the dirt will affect only the objects
themselves, without including contact surfaces and edges.
If Off, the entire scene geometry is
participating for the final result. For further info, please see the
Example section.
Invert normal - this option allows to
revert the effect with respect to surface normals - e.g. instead of
crevices, open corners will be shaded with the occluded color. See the
Examples section for an example.
Invert normal - this 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. For further info, please see the
Example section.