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kromekat
07-10-2003, 06:24 PM
Hey all! :wavey:

I am new over here - I normally frequent renderosity, but I thought I'd try out this forum for some tips too! :)

I have just been discovering the benefits of DirtyNuts via the plugins menu.

Now, I have discovered that I can create a bitmap file of all the calculated dirt for mys meshes, which is really useful, and saves on airbrushing!

What I am confude about is the Vertex Map method. It's much quicker, and gives a smoother effect - the results of which i can see on my mesh on render, but how is this method working?

It doesn't create a tangible file like the bitmap method, and is applied in the material manager. The only other addition is the tag it applies to the mesh.

Can I use this method to retain the calculated dirt when I export the model and the other bitmap textures for use by someone using another package like Max etc? - is the info stored in the tag itself??

or is it just something I can use within Cinema?


Confused! :/

Per-Anders
07-10-2003, 10:41 PM
vertex maps show the weights of any given point(vertex) of your mesh, they blend inbetween the verteces(points) and aso can be useful when you need to blend once texture into another. you can paint vertex maps using the selection tool if you want in cinema. dirtynuts just generates a vertex map and allows you to render it (you can even use dirtynuts vertexmap to render vertex maps you made yourself and use htem in all sorts of things like fusions etc).

kromekat
07-11-2003, 11:35 AM
Ok thanks for that!

It explains what they are, and how they work, but I am still uncertain if that means they are exported in any form say with an obj!?

OR, if I were to use them on a shader for example and then used Baker, would the vertex shading come out on the resulting map too?

Shademaster
07-11-2003, 07:31 PM
Hi Kromekat, nice to see you here too mate :) .

I am a bit confused about vertex maps too. I have to use a polygon selection to get a transition between 1 texture to the other without the use of any packages like UVmapper or Bodypaint. But is that effect possible with vertex maps too? That would make life a lot easier if it where!

Per-Anders
07-11-2003, 07:34 PM
if you want to paint a vertex map and use that as a transition, simply apply dirtynuts vertexmap shader in the alpha channel of your material, and thrugh it's interface choose the vertexmap (make sure you name your vertex maps) that you want to use. you don't have to set a selection in the texture tag to a polygon selection or anything this way.

as for if theyr'e exported with obj, i can't remember, but why don't you try it?

if you bake any shader it iwll be baked, so yes it should bake the dirtynuts vertexmap too.

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