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Re: Octane Dirt

Posted: Mon Feb 04, 2013 1:08 am
by merid888
really amazing, thank you for share it karba

Re: Octane Dirt

Posted: Mon Feb 04, 2013 1:12 am
by Karba
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.

Re: Octane Dirt

Posted: Mon Feb 04, 2013 1:38 am
by mikelmnj
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

Re: Octane Dirt

Posted: Mon Feb 04, 2013 1:45 am
by Karba
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?

Re: Octane Dirt

Posted: Mon Feb 04, 2013 1:46 am
by t_3
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?

Re: Octane Dirt

Posted: Mon Feb 04, 2013 1:51 am
by t_3
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...

Re: Octane Dirt

Posted: Mon Feb 04, 2013 1:56 am
by Karba
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.

Re: Octane Dirt

Posted: Mon Feb 04, 2013 2:48 am
by Karba
One more material

Re: Octane Dirt

Posted: Mon Feb 04, 2013 3:26 am
by mikelmnj
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

Re: Octane Dirt

Posted: Mon Feb 04, 2013 3:28 am
by mikelmnj
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