Dirt map(shader)?
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Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Some renderers have a specific "Dirt shader" that allow to make a worn corners on objects. Think it's basically an ambient occlusion shader that use inverted normals. Is it possible to simulate somehow in octane?
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
in a way you could, just set a white enviroment and turn on clay render, save the picture and add it in your comp soft. It should work to create a fake occlusion map.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Don't forget to use the direct lightning engine and play with the aodist parameter. I recomend too to play with the gamma in the tonemapping for achieving mor contrast and power up the environmet till you get the directly illuminated faces more white so they dont dimmer your illumination.kubo wrote:in a way you could, just set a white enviroment and turn on clay render, save the picture and add it in your comp soft. It should work to create a fake occlusion map.
En madrid tampoco se duerme?

Rampage IV Extreme+i7 3920k+2x GTX580 3GB+2x GTX470
The problem is that I need a dirty gradient on the corners of an object, not in concave parts. For example some worn edges on a painted door that would lose its paint. I need the ambient occlusion to work a kind of inverted way plus a noise to reach that effect.
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity