Jump to content

Dirtmap Workflow


kicks
 Share

Recommended Posts

I know that if you use after effects, you can take the different passes and overlay them the same way you can with photoshop (screen, overlay, etc) so that would be one way to do it, but it means having to render multiple passes of multiple frames, which could end up being a big pain.

Link to comment
Share on other sites

which could end up being a big pain.

 

Exactly... unless the Render Elements can be used directly... Anyone got experience with this? (I don't mean 'have tried it' but i do mean 'have found a workable solution in an efficient production environment')

Any tips or (thoughts on) strategies are welcome ,-)

 

rgds

 

nisus

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...

I'm only familiar with using dirtmap techniques in LW but is it the same principle of applying it as a shader?

 

I just apply the shader to the required materials and render as normal-no passes. Animation is not an issue this way.

Less control but no need for multiple renders of the same frame and then having to comp it all.

Link to comment
Share on other sites

  • 9 months later...

Hi everyone thancks for sharing knowledge.

 

i think dirtmap are very usefull and I m trying to get on it but I m scanning the web to get the good dirtmap plugin for 3dsmax 7 but most are for softimage and maya. your guys know where I can find it for max that I start playing with it a litle bit ;)

 

I keep searching...see u !

Link to comment
Share on other sites

Exactly... unless the Render Elements can be used directly... Anyone got experience with this? (I don't mean 'have tried it' but i do mean 'have found a workable solution in an efficient production environment')

Any tips or (thoughts on) strategies are welcome ,-)

rgds

nisus

9 months later..... Production, if you have the time to properly camera map a complex building, assigning polygon selections and material assignments to at least 2 cameras to get the coverage, I'd say go for it. The time may be better spent just rendering the dirt pass and overlay/multiply in post, AE, Combustion, shake.....

Another option is using the Dirt in the diffuse levels slot/channel. All instances of the same Dirt for all materials (1-white = full & 0-black=black)...Arch materials, seeing you are a fan, try the intensity slot. This will incorporate the Dirt effect during the actual rendering of the animation for all frames, but may add more time to the render.

If I could I would at all costs Bake it on, though doing a full set of passes in the end is much more flexible, including the dirt pass.

 

Cheers

WDA

 

Edit....Dirt effects reflections, dimming them anyway. and if you overlay in comp the areas that are white in the dirt pass can be brought down to an acceptable level by using a Levels Adjustment layer or even doubling up the reflection pass (if alpha masked) and multiply....end Edit

Link to comment
Share on other sites

Hi everyone thancks for sharing knowledge.

 

i think dirtmap are very usefull and I m trying to get on it but I m scanning the web to get the good dirtmap plugin for 3dsmax 7 but most are for softimage and maya. your guys know where I can find it for max that I start playing with it a litle bit ;)

 

I keep searching...see u !

I found it here:

http://www.syzmix.com/Downloads/Dirtmap_Greeble_max7.exe

Link to comment
Share on other sites

  • 4 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...