Forum: Poser - OFFICIAL


Subject: P6 tip - DirtyNuts style dirt shaders using Ambient Occlusion

Ajax opened this issue on Mar 23, 2005 ยท 67 posts


Ajax posted Wed, 23 March 2005 at 10:05 PM

GWeb, actually if you take a look at the mathematical procedure behind AO, yes all corners are supposed to get it. That's how the AO algorithm works and it's also one of the reason AO is far from a perfect solution for true radiant lighting. Gareee, Not much difference in speed between the four shaders shown, no. It's just a matter of which noise pattern you like the best. Stonemason, Yep, you can make it smaller and more subtle. The size of the individual dirt grains is controlled with the scale parameters of whichever noise node you use. The density is controlled with the bias parameter on the same node. Controlling how far the dirt extends from the corners is a matter of filtering the AO output through some math nodes.


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