Ambient Streaks – Draws streaks across dirt effect respective to ambient occlusion. Inner Streaks – Draws streaks across dirt effect respective to inner occlusion. Streaks Size – Controls the thickness of all streaks. Ignore for GI – When enabled, the dirt effect is ignored in GI calculations. Consider Same Object Only – When enabled, the dirt affects only the objects themselves, without including contact surfaces and edges. If off, the entire scene geometry is participating for the final result. Double Sided – When enabled, rays will be traced both in the direction of the normal and in the opposite direction. This creates an effect where both crevices and edges are occluded. Invert Normal – Changes the direction of tracing the rays. When disabled, the rays are traced outside the surface; when enabled they are traced inside the surface. This allows us to revert the effect with respect to surface normals - e.g. instead of crevices, open corners are shaded with the occluded color. 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. Occlusion Mode – Specifies the mode in which the dirt map is going to be calculated. Ambient occlusion – Normal ambient occlusion is calculated. Reflection occlusion (Phong, Blinn, Ward) – Reflection occlusion is used. The difference between ambient and reflection occlusion is basically in the direction in which rays are traced. With ambient occlusion rays are traced in all directions uniformly while with reflection occlusion the direction depends on the viewing direction (just as when calculating reflections) and the spread of the rays depends on the Reflection glossiness and BRDF type used. Inner occlusion – Allows the user to invert the effect with respect to surface normals - e.g. instead of crevices, open corners are shaded with the occluded color. This mode changes the direction of tracing the rays. When this mode is selected, the rays are traced inside the surface, otherwise, they are traced outside the surface. Ambient + inner occlusion – A combination of Ambient occlusion and Inner occlusion modes used for enhanced weathering effect. Affect Reflection Elements – When enabled, the ambient reflection affects the reflection render elements. This can be used to create 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. |