if the plugin uses standard textures like jpegs, it could work, if it uses procedurals it probably wont
Re: RichDirt plugin
Posted: Wed Jul 04, 2012 7:08 pm
by acc24ex
actually it sort of works -
doesnt work directly in octane, it works with mentalray.. it uses render elements, so it renders another image after it renders the main render, the other image is a black and white image with dirt only, which you have to assemble in post editing
it works if you do it like this: render the dirtmap inside mentalray, then switch to octane to render the main render (while keeping the identical camera view), assemble the dirtmap and render in post edit..
basically it renders another image with dirtmap after it renders the main picture, it doesn't seem to matter what the light direction is (need more tests to verify that)
al the materials have to be in mentalray, because it will give you an error if you use octane 3dmax materials and stop
could be useful for all those times you make a perfect render and want to dirty it up in postediting
here's a quick and dirty test with octane and dirtmap
Re: RichDirt plugin
Posted: Thu Jul 05, 2012 8:18 am
by mbetke
cant you use it as a decal on an extra geometry plane very close to the wall with an alphachannel? like games do it?
Re: RichDirt plugin
Posted: Thu Jul 05, 2012 7:56 pm
by acc24ex
not really sure what you're asking, the software basically produces the dirtmap render - that is the black and white image.. which then you have to apply in photoshop
Re: RichDirt plugin
Posted: Fri Jul 06, 2012 12:09 am
by tehfailsafe
From what I have played with so far richDirt uses procedural maps inside the plugin, but it might work with render to texture then duplicate geometry and use multiply node in octane, like decals as Mbekte said. Then you'd have a bit more control over it then just as a re-composite in photoshop.
Though I have wondered how to use decals buy using duplication and not have z-fighting issues. scale by 0.01 or something?
Re: RichDirt plugin
Posted: Fri Jul 06, 2012 6:43 am
by mbetke
Though I have wondered how to use decals buy using duplication and not have z-fighting issues. scale by 0.01 or something?
If I use decals on an objects I use to select the polies I want to apply dirt to on the wall, mostly under windows and so on, and apply a slight "Push" modifier (3dmax user) to it.
In case I can't use my wall mesh to get the polies from, I just snap the decal plane to the wall and then apply push later. Works well and is fast.