Octane Dirt
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
We have a lot of new features to release. We need to arrange all this stuff properly to reduce bugs in test release.acc24ex wrote:wow - this looks great.. just finishing a model great for testing it out - was there a mention of a release date sort of?
You could allow the dirt node to be plugged into the bump channel, maybe.Karba wrote:Not sure how it supposes to work with bump.mib2berlin wrote:Hi Karba, is it possible to use the dirt texture for bump mapping?
Really nice work, cheers, mib.
Mikel
Windows 8.1 | OctaneRender® v2.0 | Intel Core i7 4770K | 32GB RAM | x2 GeForce GTX 780 Ti SC (3GB/ea.)
Twitter: MikelMNJ
Twitter: MikelMNJ
And what result do you expect in this case?mikelmnj wrote:You could allow the dirt node to be plugged into the bump channel, maybe.Karba wrote:Not sure how it supposes to work with bump.mib2berlin wrote:Hi Karba, is it possible to use the dirt texture for bump mapping?
Really nice work, cheers, mib.
Mikel
since "dirt" seems to be a standard texture node type, it should be possible to plug it into any texture input anyway - or not?mikelmnj wrote:You could allow the dirt node to be plugged into the bump channel, maybe.
Mikel
„The obvious is that which is never seen until someone expresses it simply ‟
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the blue orb example is what i would call "wear". dirt is often a layer on top of an object, thus using it in the diffuse and the bump channel at the same time could emulate that...Karba wrote:And what result do you expect in this case?
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Dirt texture can't be calculated precisely enough. It is noise source itself. So if we connect it to bump, the result will be like a very bumpy surface because dirt texture returns random value all the time.t_3 wrote:since "dirt" seems to be a standard texture node type, it should be possible to plug it into any texture input anyway - or not?mikelmnj wrote:You could allow the dirt node to be plugged into the bump channel, maybe.
Mikel
Was just a thought. I thought it could give a procedural mask effect on edges using AO to simulate a worn off clear coat layer for example, with the paint and bare metal underneath. Thanks for clarifying though.Karba wrote:Dirt texture can't be calculated precisely enough. It is noise source itself. So if we connect it to bump, the result will be like a very bumpy surface because dirt texture returns random value all the time.t_3 wrote:since "dirt" seems to be a standard texture node type, it should be possible to plug it into any texture input anyway - or not?mikelmnj wrote:You could allow the dirt node to be plugged into the bump channel, maybe.
Mikel
Mikel
Windows 8.1 | OctaneRender® v2.0 | Intel Core i7 4770K | 32GB RAM | x2 GeForce GTX 780 Ti SC (3GB/ea.)
Twitter: MikelMNJ
Twitter: MikelMNJ
This is also an example of what I was referring to, but with better wording.t_3 wrote:the blue orb example is what i would call "wear". dirt is often a layer on top of an object, thus using it in the diffuse and the bump channel at the same time could emulate that...Karba wrote:And what result do you expect in this case?

Windows 8.1 | OctaneRender® v2.0 | Intel Core i7 4770K | 32GB RAM | x2 GeForce GTX 780 Ti SC (3GB/ea.)
Twitter: MikelMNJ
Twitter: MikelMNJ