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Vray Occlusion Pass

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

First topic message reminder :

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 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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Post by silvercrown Fri Nov 28, 2008 5:37 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.

This should be the answer to my supposed follow up question hehehe... thumbsup
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Post by Guest Fri Nov 28, 2008 5:46 am

Just to add; the global override also has an exclude option. This is great if you have a few objects that need to maintain their original material; or use a separate dirtmap...

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Post by cgil Fri Nov 28, 2008 5:49 am

nice question master barorot... turo mo s akin yan pag balik ko bakasyon!!! iba k na talaga lalong lumulupit...salamat master wrangler!! s bagong pagaaralan..
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Post by barorot Fri Nov 28, 2008 5:51 am

hehe mano mano n lng.. ala pa atang script s vray nkkgawa n2..
overide n lng pra mabilis Very Happy
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Post by barorot Fri Nov 28, 2008 6:09 am

v_wrangler wrote:Just to add; the global override also has an exclude option. This is great if you have a few objects that need to maintain their original material; or use a separate dirtmap...

pwede....
mas ok 2 sir kysa mano manong shell mat thumbsup
e2 ung suggestion mo dat im lookng 4.. hehehe

thank u again sir vertex..
u make my life easy Laughing Very Happy
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Post by ronski_g Fri Nov 28, 2008 10:09 pm

barorot wrote:
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 - Page 2 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
ur an asset in CGP

Hi bro! Just wanna add something? Regarding your bump map render with the vraydirt, wouldn't you like it better if you have the real diffuse map of the the stone pavement like in your bump attached too and at the same time, naka vray dirt pa rin?
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Post by Guest Fri Nov 28, 2008 10:30 pm

dirt doesnt mean it is just for dirt.

Do not be afraid to use vray to mask your diffuse maps against a darker version of the same map. So you get instant fakey GI.

There's so many uses for vraydirt, just like falloff. Its like patis, suka or toyo to spice up your images.

But then again we'll be OT.


BTW, we're working on a plugin solution to automatically nest your diffuse maps with vray dirt to fake indirect lighting as a quick alternative to GI.

I'll release it for free to the community when its done, tested and ready!

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Post by barorot Sat Nov 29, 2008 12:57 pm

v_wrangler wrote:

BTW, we're working on a plugin solution to automatically nest your diffuse maps with vray dirt to fake indirect lighting as a quick alternative to GI.

I'll release it for free to the community when its done, tested and ready!

aabangan ko yan sir! thumbsup
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Post by silvercrown Sat Nov 29, 2008 6:29 pm

v_wrangler wrote:
BTW, we're working on a plugin solution to automatically nest your diffuse maps with vray dirt to fake indirect lighting as a quick alternative to GI.

I'll release it for free to the community when its done, tested and ready!
galing nyan the vertex! thumbsup
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Post by mammoo_03 Sat Nov 29, 2008 11:16 pm

ayos itong thread na to mga sir, daming natutunan, you have my support sir wrangler!!!
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Post by Guest Sat Nov 29, 2008 11:45 pm

gandang topic nito thumbsup

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Post by ronski_g Sun Nov 30, 2008 2:35 am

v_wrangler wrote:BTW, we're working on a plugin solution to automatically nest your diffuse maps with vray dirt to fake indirect lighting as a quick alternative to GI.

I'll release it for free to the community when its done, tested and ready!

Actually you can do that too by just putting your bitmap on the UNOCCLUDED MAP inside vraydirt.... It's what I do on my wood texture mapping... result is far more better wood looking than an ordinary wood shader. BTW it also goes well with rock maps with bump or displacement! It simply.... ROCKS!!!
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Post by Guest Sun Nov 30, 2008 3:07 am

ronski_g wrote:
v_wrangler wrote:BTW, we're working on a plugin solution to automatically nest your diffuse maps with vray dirt to fake indirect lighting as a quick alternative to GI.

I'll release it for free to the community when its done, tested and ready!

Actually you can do that too by just putting your bitmap on the UNOCCLUDED MAP inside vraydirt.... It's what I do on my wood texture mapping... result is far more better wood looking than an ordinary wood shader. BTW it also goes well with rock maps with bump or displacement! It simply.... ROCKS!!!

That is correct - but then again you cannot instance the vraydirt anymore.

The plugin we are developing will use a single vraydirt as a global masker. This allow far greater control and ease of use as you only need to change a global parameter.

This is intended to be used as a substitute for GI - for objects that are animated , that means you can compute irradiance using incremental add instead of single frame.


Last edited by v_wrangler on Sun Nov 30, 2008 7:20 am; edited 1 time in total

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Post by oRangE.n.GreeN Sun Nov 30, 2008 7:16 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?


ka-smart naman eh! thanks sir vertex... thumbsup


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Post by Guest Sun Nov 30, 2008 9:44 am

Thanks Orange. Forgive me for the shameless plug but there's an old (but timely) article written by former colleague, Frayo back in '05. It pretty sums up AO and how you might want to use it.

http://vertexwrangler.multiply.com/journal/item/10/VRAY_Ambient_Occlussion_by_CGArtist_Frank_Yosores_as_posted_at_3DP

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Post by Guest Sun Nov 30, 2008 10:15 am

v_wrangler wrote:Thanks Orange. Forgive me for the shameless plug but there's an old (but timely) article written by former colleague, Frayo back in '05. It pretty sums up AO and how you might want to use it.

http://vertexwrangler.multiply.com/journal/item/10/VRAY_Ambient_Occlussion_by_CGArtist_Frank_Yosores_as_posted_at_3DP

sana may maya user din sa cgp na kalevel mo. ernie baron ka ng 3ds wuwoot.

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Post by Butz_Arki Sun Nov 30, 2008 11:23 pm

galing mo tlga bor vertex..iba ang level mo..mkikita nmn s mga words mo..gling
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Post by boyet62 Wed Aug 19, 2009 6:03 am

Sir,pwedi e post ninyo ang Video Tutorial ng VrayAO occlusion pass?Thanks...
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