Any features you'd like to see implemented into Maxwell?
By numerobis
#388778
+1 ...but a more advanced dirt solution with controllable maps, radius, etc. would be more preferable - after more than 10 years... :wink:
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By lebulb
#388779
Sorry guys, but ambient occlusion has nothing to do in an unbiased engine.
You can use this map in a dirt layer so i dont understand your request.
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By seghier
#388786
lebulb wrote:Sorry guys, but ambient occlusion has nothing to do in an unbiased engine.
You can use this map in a dirt layer so i dont understand your request.
it's very useful ; for example i used it with a roof as mask with procedural textures applied to the geometry
not only the roof ; you can see many examples in reality
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By lebulb
#388789
Yes, i know, i use it for PBR shader,
and sometimes for my dirt map in my mxm...

But ambient occlusion is a fake shadow.
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By seghier
#388790
lebulb wrote:Yes, i know, i use it for PBR shader,
and sometimes for my dirt map in my mxm...

But ambient occlusion is a fake shadow.
but it is useful ; with different maps it can give nice effects
i already post request to dirt map ; but AO is simple solution and i think maxwell team can add it like in other softwares
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By eric nixon
#388824
We need ambient occlusion to mask/define dirt in crevices (or by flipping the normals, we can get dirt on edges). Currently we have to bake AO as a uv-map, which is not practical for complex models. (i.e. bevelled geometry)

A complete procedural dirt shader would be nice, but we can mix up our own dirt shader if only we had access to AO as a mask, in MXED.
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