Re: Octane Dirt
Posted: Mon Feb 04, 2013 1:08 am
really amazing, thank you for share it karba
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.
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 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?
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
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?