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Black areas get 0.0 radius, while white areas have a 1.0 radius value. You can precisely control where the AO is applied within the radius by using a black/white texture. VRayDirt multiplies this texture with the radius value. Radius – This distance sets the boundary for the AO effect from the corner.So let’s get going and look at the nuts and bolts of the VRayDirt map in 3ds Max. Also, darkening of corners provides clean follow lines for the viewer. Bring out tiny details in the scene earlier lost by too much bounced lighting.Add realistic grunge and dirt effects to corners and crevices, hence now named as VRayDirt.But actually, you can still use it to attain even greater realism combined with GI. Wherever objects are close to each other, they occlude (block) light, and all corners become darker. This is just like calculating GI from the sky without any direct light.ĪO can achieve this same look faster, by simply calculating where objects or faces intersect each other, and making these corners darker.ĪO has dropped out of use nowadays because calculating GI has become fairly easy for modern day processors.
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Imagine a completely cloudy day, and you’ll notice that light seems to be coming from all over the sky equally. To put it simply, AO can simulate an ambient global lighting without actually calculating too many light paths. Back in the day, when calculating GI used to be highly CPU intensive, ambient occlusion was developed as its cheaper alternative. Ambient Occlusion, or AO for short, is an old rendering technique used as an approximation for true global illumination. General I would prefer to use more options direct at the Raytrace options, for example the alpha contribution.Hey VRay users, today I’ll be discussing how you can use the Ambient Occlusion map VRayDirt to enhance your images. Could it be possible to get a numerical input again?Īlso I miss at the wrapper to set an alpha value which ignores the base material alpha, best a numerical input, but for now "allways 1" is needed. At VfR2 I was able to set 100 and the transparent window was without alpha transparency. At the VfR Next wrapper material I can choose between 0/1/-1 only. I tested it at VfR2 and there I can set numerical values for the alpha contribution. I need no alpha at the windows so that the background is kept. With the V-Ray Wrapper material you have the option to control the Alpha Contribution and generally this is the recommended approach for most materials.įor more detailed information, please visit georgi.georgiev I'm looking for a way to get no alpha for a window glass material which I use at my train interiors. Another workflow would be use the V-Ray Wrapper material and slot the material there. Specifically for an Emissive material, you could use the Raytrace Properties rollout as you have done already.
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