Thin Mode – When enabled, VRayDirt enhances the look of thin surfaces by casting less dirt on them. It is available only for the Inner Occlusion mode. Ignore for GI – When enabled, the dirt effect is ignored in GI calculations. Ignore Bump – When enabled, bump maps are excluded from VRayDirt computations. The option is useful when the bump effect is too strong and may produce undesirable effects such as holes. Consider Same Object Only – When enabled, the dirt affects only the objects themselves, without including contact surfaces and edges. If this option is disabled, the entire scene geometry is participating in the final result. Double Sided – When enabled, rays are traced both in the direction of the normal and in the opposite direction. This creates an effect where both crevices and edges are occluded. Ignore Invisible Objects – When enabled, VRayDirt takes into account the opacity of the occluding objects. This can be used, for example, if you want to calculate ambient occlusion from opacity-mapped trees, etc. When disabled (the default), occluding objects are always assumed to be opaque. Note that working with correct opacity is slower since, in that case, VRayDirt must examine and evaluate the material on the occluding objects. Ignore Self Occlusion – When enabled, the object does not occlude itself. It is occluded only by other objects in the scene. Environment Occlusion – When enabled, VRayDirt includes environment contribution to the shading of unoccluded areas. Affect Reflection Elements – When enabled, the ambient reflection affects the Reflection render elements. This can be used to create a reflection mask. Glossiness – Controls the spread of the rays traced for Reflection Occlusion. A value of 1 means that just a single ray is traced (just like when tracing clear reflections); smaller values cause multiple rays to be traced in the approximate reflection direction. A Texture can be applied and blended with the value using the Mix Strength option. |