Trying to set up a material like this one:
http://vimeo.com/100085092
As soon as I connect the Turbulence Node to the amount the dirt radius seems to be ignored.
Here's the max file:
Need Help With Dirt Material
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Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
It looks like this is doing what it should.
I think the main problem is that the mix material works with value 1 = full 1st material and value 0 is full 2nd material.
So what you are getting from the dirt map is actually 1 = glossy/normal and 0 = rust part.
So, using this as the power of the turbulence, you get amount values everywhere EXCEPT the rust part (and i don't think this is what you are going for!).
Try running the dirt map through an invert (0 on glossy/normal part and 1 on rust part) and then swap the materials around on the mix material.
This might give results more like you are expecting when you run the inverted dirt map through a turbulence. It will have turbulence on the edges (where the inverted dirt map returns 1) and not on the main face (where the inverted dirt map returns zero).
Hope that is progress towards what you want?
I think the main problem is that the mix material works with value 1 = full 1st material and value 0 is full 2nd material.
So what you are getting from the dirt map is actually 1 = glossy/normal and 0 = rust part.
So, using this as the power of the turbulence, you get amount values everywhere EXCEPT the rust part (and i don't think this is what you are going for!).
Try running the dirt map through an invert (0 on glossy/normal part and 1 on rust part) and then swap the materials around on the mix material.
This might give results more like you are expecting when you run the inverted dirt map through a turbulence. It will have turbulence on the edges (where the inverted dirt map returns 1) and not on the main face (where the inverted dirt map returns zero).

Hope that is progress towards what you want?