Page 1 of 1

Dirt map(shader)?

Posted: Fri Jan 21, 2011 12:32 pm
by kirk
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?

Re: Dirt map(shader)?

Posted: Mon Jan 24, 2011 1:26 am
by kubo
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.

Re: Dirt map(shader)?

Posted: Mon Jan 24, 2011 2:41 am
by ttaberna
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.
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.
En madrid tampoco se duerme? :D

Re: Dirt map(shader)?

Posted: Mon Jan 24, 2011 9:10 am
by kubo
Yeap, I forgot that. :lol:
Sleep, who needs sleep? Muhahahahhaha

Re: Dirt map(shader)?

Posted: Mon Jan 24, 2011 9:47 pm
by kirk
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.