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Vray Occlusion Pass

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Post by barorot Wed Nov 26, 2008 2:29 pm

Is there a way, script or plugins that I can render in Vray ,a Dynamic Occlusion pass with there BUMP maps on it???
i like the effect more detailed in ur scene..
i know Mental Ray can.. but it is time consuming….

Anyone????

Thanks… Very Happy
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Post by wheay Wed Nov 26, 2008 3:01 pm

sir eto po ba un?

http://plugins.angstraum.at/vrayao/index.htm
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Post by Guest Wed Nov 26, 2008 6:19 pm

barorot wrote:Is there a way, script or plugins that I can render in Vray ,a Dynamic Occlusion pass with there BUMP maps on it???
i like the effect more detailed in ur scene..
i know Mental Ray can.. but it is time consuming….

Anyone????

Thanks… Very Happy

SHort of a script - but you can always use a bump map on a self illuminated standard material with a vraydirt as diffuse...

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Post by barorot Thu Nov 27, 2008 11:41 am

wheay wrote:sir eto po ba un?

http://plugins.angstraum.at/vrayao/index.htm

sir ty 4 ur post... i hav it already thumbsup
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Post by barorot Thu Nov 27, 2008 11:50 am

v_wrangler wrote:
barorot wrote:Is there a way, script or plugins that I can render in Vray ,a Dynamic Occlusion pass with there BUMP maps on it???
i like the effect more detailed in ur scene..
i know Mental Ray can.. but it is time consuming….

Anyone????

Thanks… Very Happy

SHort of a script - but you can always use a bump map on a self illuminated standard material with a vraydirt as diffuse...


tnx u sir vertex for the tips en response i didnt think bout this 1..well it works!! thumbsup
follow up question sir kng ok lng Very Happy

do u hav any idea or teknik to do this quickly?
coz im thinking.. i will do it manually either shell material(baked) or convert my vraymats
in standard mats.. paste vray dirt in all diffuse slots ,self illumin..
dats very very boring and time consuming to do..specially if u hav huge scene..
any suggestion sir??

thanks Smile


Last edited by barorot on Thu Nov 27, 2008 3:07 pm; edited 1 time in total (Reason for editing : rong speling)
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Post by Guest Thu Nov 27, 2008 5:57 pm

You can globally change materials during rendering by using the Global material override. Slap your dirt material in the global override and all objects will be rendered using this mat without the hassles of having to map and lose your original materials.

Is that what you've been wanting to do?

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Post by ERICK Thu Nov 27, 2008 7:31 pm

v_wrangler wrote:You can globally change materials during rendering by using the Global material override. Slap your dirt material in the global override and all objects will be rendered using this mat without the hassles of having to map and lose your original materials.

Is that what you've been wanting to do?

I have been a follower of this thread.. but with your answer to the question, im just wondering of that dirt material, is there a such? or am i just to noob for the question... if that so, where can i find that material? maybe it answered barorot's question for quick dirt impose.... thanks..
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Post by Guest Thu Nov 27, 2008 7:36 pm

If you're using vray advanced. Its a map, "VrayDirt"..

http://www.spot3d.com/vray/help/150SP1/vraydirt_params.htm

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Post by ERICK Thu Nov 27, 2008 7:44 pm

v_wrangler wrote:If you're using vray advanced. Its a map, "VrayDirt"..

http://www.spot3d.com/vray/help/150SP1/vraydirt_params.htm

thanks for the quick reply the vertex... owe you one...
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Post by Guest Thu Nov 27, 2008 7:59 pm

thats already two.

two beers in a row Very Happy

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Post by cloud20 Thu Nov 27, 2008 8:04 pm

sensei vert... which would you recommend for an occlusion pass in terms of speed & acceptable quality; the native dirt map of vray or the vrayAO plugin?
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Post by Guest Thu Nov 27, 2008 8:14 pm

Painumin mo rin ako?
Very Happy

It is actually the same mojo.

The VrayAO is just a scripted plugin that calls the same function.

In Vray, there are two ways to accomplish the AO look. I remember writing about it somewhere in the forums.

One is via the dirtmap (the vrayAO lugin have this option)

The second one is by using a domelight at lower intensities (the vrayAO have this option as well)

So the vrayAo just compiled them both in the same utility.

I still prefer doing it myself - via the globals. Anyways, most of my work rely on compositing including AO.

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Post by cloud20 Thu Nov 27, 2008 8:31 pm

v_wrangler wrote:Painumin mo rin ako?
Very Happy

It is actually the same mojo.

The VrayAO is just a scripted plugin that calls the same function.

In Vray, there are two ways to accomplish the AO look. I remember writing about it somewhere in the forums.

One is via the dirtmap (the vrayAO lugin have this option)

The second one is by using a domelight at lower intensities (the vrayAO have this option as well)

So the vrayAo just compiled them both in the same utility.

I still prefer doing it myself - via the globals. Anyways, most of my work rely on compositing including AO.


hehehe... well if you can get your silly ass over here i'll be sure to get you punch drunk; be it beer or sake peace man
question again (this effin occlusion is starting to cost me huh?)--- there is an option for a skylight in the angstraum plug in; which would you recommend, the sphere option or the dome option? if you could just indulge my ignorance just this once? hehehe... Embarassed
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Post by Guest Thu Nov 27, 2008 8:51 pm

I was writing and I seem to have missed your original question

Well, to use a sphere or a hmisphere is really based on taste.

A hemisphere will allow the light to shine 360 degress pointing down origin. Whch means - It will cause shadows to appear below objects and make them darker (dahil nga pababa lang ang rays ng hemisphere dome light)

If its a spherical dome - it will be light shooting all over, shooting down and up. Compared to the hemisphere above - it will now be brighter at the crevices whose normals point down...

Yun nga lang - you're basically doubling the rays so doble rin halos ang rendering time...

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Post by Guest Thu Nov 27, 2008 9:05 pm

v_wrangler wrote:I was writing and I seem to have missed your original question

Well, to use a sphere or a hmisphere is really based on taste.

A hemisphere will allow the light to shine 360 degress pointing down origin. Whch means - It will cause shadows to appear below objects and make them darker (dahil nga pababa lang ang rays ng hemisphere dome light)

If its a spherical dome - it will be light shooting all over, shooting down and up. Compared to the hemisphere above - it will now be brighter at the crevices whose normals point down...

Yun nga lang - you're basically doubling the rays so doble rin halos ang rendering time...

I wrote a repsonse before I wrote the above - naerase ko naman, Next time na lang.

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Post by Guest Thu Nov 27, 2008 9:07 pm

Isntead of a spherical dome light - I use two hesmispheres. One rotated 180 deg.

This technique allows far more control on the intensity, color or mapping of the dome pointing up. Good for mimicking indirect bounces (using a ground map)..

Mamaya na lang ang kasunod. Tomgulaits na ako.

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Post by ERICK Thu Nov 27, 2008 9:08 pm

v_wrangler wrote:I was writing and I seem to have missed your original question

Well, to use a sphere or a hmisphere is really based on taste.

A hemisphere will allow the light to shine 360 degress pointing down origin. Whch means - It will cause shadows to appear below objects and make them darker (dahil nga pababa lang ang rays ng hemisphere dome light)

If its a spherical dome - it will be light shooting all over, shooting down and up. Compared to the hemisphere above - it will now be brighter at the crevices whose normals point down...

Yun nga lang - you're basically doubling the rays so doble rin halos ang rendering time...

you got it right sensei the vertex wrangler... inuman na
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Post by silvercrown Thu Nov 27, 2008 9:30 pm

wohoo! i really like this type of tutorial, interactive and im learning alot! thumbsup
Been following this topic, and so far nakakahabol naman hehehe...
i would like to echo barorots question, is there an easy way to let say, apply vraydirt to all materials in the scene without the hustle of putting it one by one? specially when when the scene is pretty finish and just wanted to add occlusion pass?
just to make things simplier maybe.... hehehe
Thanks for the indulgence the vertex! buttrock
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Post by ERICK Thu Nov 27, 2008 9:36 pm

silvercrown wrote:wohoo! i really like this type of tutorial, interactive and im learning alot! thumbsup
Been following this topic, and so far nakakahabol naman hehehe...
i would like to echo barorots question, is there an easy way to let say, apply vraydirt to all materials in the scene without the hustle of putting it one by one? specially when when the scene is pretty finish and just wanted to add occlusion pass?
just to make things simplier maybe.... hehehe
Thanks for the indulgence the vertex! buttrock

bro if you're following the thread, it answered the question already... put vray dirt material to one slot of the mat editor... then override the mats globaly... easy... hehehe... hippie
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Post by silvercrown Thu Nov 27, 2008 10:01 pm

yea thanks erick! missed it..... ang bilis kase ng pangyayari! Very Happy
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Post by ERICK Thu Nov 27, 2008 10:06 pm

silvercrown wrote:yea thanks erick! missed it..... ang bilis kase ng pangyayari! Very Happy

hehehe.. thats ok bro... you must stick out with this thread.. everyday is a new day...
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Post by barorot Fri Nov 28, 2008 4:59 am

v_wrangler wrote:You can globally change materials during rendering by using the Global material override. Slap your dirt material in the global override and all objects will be rendered using this mat without the hassles of having to map and lose your original materials.

Is that what you've been wanting to do?

no sir..
how bout my bump maps..

i mean just overide all materials using 1 difuuse maps and self illumin & there bump maps stay
i thnk brazil render can do this im not sure.
is this possible in vray?
here 2 illustrate

1st image, im using AO vraylight w/ vraydirt on textmap no bump chanel
2nd image, like what u told me, standard mat vray dirt on diffuse en selfillumin with bump maps..
see the difference
Vray Occlusion Pass AO

i like this effect
actually my issue has been answered.. thanks thumbsup
now we go back to my last thread
do u have any suggestions? more convenient way how to do this easily..aside from my method??

thanks vertex Very Happy
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Post by Guest Fri Nov 28, 2008 5:11 am

Medyo di ko nakuha ang ibig mong sabihin. Just like what I suggested, you can put a single mat (standard, vray dirt on diffuse, bumps and self illumination) and it will be applied evenly just like the second image if you use the globat mat override.

The only problem with the global soultion is if you have various bumps applied to different objects. You would have to create separate vraydirt materials for each. It would be a pain if you have hundreds without a scripted solution.

Thanks for the kind compliments. People wanting to learn - theyre the assets of this forum. Without them - then this place will serve no purpose.


Last edited by v_wrangler on Fri Nov 28, 2008 5:28 am; edited 1 time in total

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Post by barorot Fri Nov 28, 2008 5:23 am

v_wrangler wrote:
The only problem with the global soultion is if you have various bumps applied to different objects. You would have to create separate vraydirt materials for each. It would be a pain if you have hundreds without a scripted solution.

hehe yan nga sir what i min.. e d pano mano mano n lng:D

salamat sir for ur time! thumbsup
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Post by Guest Fri Nov 28, 2008 5:28 am

well unfortunaetly you would have to edit their diffuse mats to contain the dirtmap....

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