Octane Dirt

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merid888

really amazing, thank you for share it karba
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Karba
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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?
We have a lot of new features to release. We need to arrange all this stuff properly to reduce bugs in test release.
mikelmnj
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Karba wrote:
mib2berlin wrote:Hi Karba, is it possible to use the dirt texture for bump mapping?

Really nice work, cheers, mib.
Not sure how it supposes to work with bump.
You could allow the dirt node to be plugged into the bump channel, maybe.

Mikel
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Karba
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mikelmnj wrote:
Karba wrote:
mib2berlin wrote:Hi Karba, is it possible to use the dirt texture for bump mapping?

Really nice work, cheers, mib.
Not sure how it supposes to work with bump.
You could allow the dirt node to be plugged into the bump channel, maybe.

Mikel
And what result do you expect in this case?
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t_3
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mikelmnj wrote:You could allow the dirt node to be plugged into the bump channel, maybe.

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?
The obvious is that which is never seen until someone expresses it simply

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t_3
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Karba wrote:And what result do you expect in this case?
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...
The obvious is that which is never seen until someone expresses it simply

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Karba
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t_3 wrote:
mikelmnj wrote:You could allow the dirt node to be plugged into the bump channel, maybe.

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?
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.
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Karba
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One more material
Attachments
shabbyDragon.jpg
shabbyMaterial.jpg
mikelmnj
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Karba wrote:
t_3 wrote:
mikelmnj wrote:You could allow the dirt node to be plugged into the bump channel, maybe.

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?
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.
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.

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

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mikelmnj
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Posts: 47
Joined: Fri Jan 25, 2013 6:27 pm

t_3 wrote:
Karba wrote:And what result do you expect in this case?
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...
This is also an example of what I was referring to, but with better wording. :). Thanks t_3
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