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title: "V-Ray Dirt"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113280052/V-Ray%20Dirt"
format: markdown
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This page provides information on the V-Ray Occlusion (Dirt) Map. Overview The V-Ray Dirt texture map can be used to simulate a variety of effects. For example, dirt can be used around the crevices of an object or to produce an ambient occlusion pass. Settings Mode  – Specifies the mode in which the dirt map is calculated. The difference between ambient and reflection occlusion is in the direction in which rays are traced. Ambient Occlusion  – Normal ambient occlusion is calculated. Rays are traced in all directions uniformly. Phong/Blinn/Ward Reflection Occlusion  – Reflection occlusion is used. 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 use. Inner Occlusion  – Inverts 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. Unoccluded  – The color that is returned by the texture for unoccluded areas. A texture map can be used for this parameter. Occluded  – The color that is returned by the texture for occluded areas. A texture map can be used for this parameter. Radius  – Determines the amount of area (in scene units) where the Dirt effect is produced. A texture map can control the radius. The texture intensity is multiplied by the radius to calculate the final radius at a given surface point. If the texture is white at a given surface point, the full radius value is used. If the texture is black, a radius of  0.0  is used.  See the  Radius example  below. Distribution  – Forces the rays to gather closer to the surface normal. The effect is that the dirt area is being narrowed closer to the contact edges. For ambient occlusion, set this parameter to  1.0  to get distribution similar to the ambient lighting on a diffuse surface.  See the  Distribution example  below. 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. Falloff  – Controls the speed of the transition between occluded and unoccluded areas.  See the  Falloff example  below. Use Texture For Excluded  – When enabled, returns the unoccluded color texture if the object is occluded. Otherwise, returns black ( 0, 0, 0 ). Render Nodes  – Disables the calculation of the Dirt map for specific objects. Excluded objects are not shaded by the Dirt map. Affect Result Nodes  – Specifies a list of objects which affect the calculation of the Dirt map. Excluded objects are considered "invisible" for the calculations of the Dirt map. As Inclusive List  – When enabled, treats the  render_nodes  list as inclusive. Streaks Ambient  – Draws streaks across dirt effect respective to ambient occlusion. Inner  – Draws streaks across dirt effect respective to inner occlusion. Streaks  – When enabled, gives ability to blur the streaks. Bare in mind that a new algorithm is calculating this effect, and the visual representation of the streaks is different. Blur  – Controls the amount of the blur of the streaks.  See the  Streak Blur example  below. Size  – Controls the thickness of all streaks.  See the  Streaks Size example  below. Density  – Controls the density of the streaks.  See the  Streak Density example  below. Advanced Affect Alpha  – When enabled, the texture automatically receives an alpha component from the generated dirt distribution and this way makes the unoccluded area of the V-Ray Dirt map transparent. When disabled, the alpha values from the maps used in  Occluded  and  Unoccluded  color slots are applied.  Double Sided  – When enabled, the occlusion on both sides of the surface is calculated. Work With Transparency  – When enabled, V-Ray Dirt 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 off (by default), occluding objects are always assumed to be opaque. Note that working with correct opacity is slower, since, in that case, V-Ray Dirt must examine and evaluate the material on the occluding objects. Ignore in GI Calculation  – Determines whether the dirt effect is taken into consideration for GI calculations or not.  See the Ignore in  GI Calculation example  below. Ignore Bump  – When enabled, bump maps are excluded from V-Ray Dirt computations. The option is useful, when the bump effect is too strong and may produce undesirable effects such as holes.  See the  Ignore Bump example  below. Thin Mode  – When enabled, V-Ray Dirt enhances the look of thin surfaces by casting less dirt on them. It is available only for  Inner occlusion  mode.  See the  Thin Mode example  below. Environment Occlusion  – When enabled, V-Ray uses the environment when calculating the occlusion of areas that are not occluded by other objects. Consider Same Object Only  – When enabled, the dirt affects only the objects themselves, without including contact surfaces and edges. When disabled, the entire scene geometry is participating for the final result.  See the  Consider Same Object Only example  below. Same Object Mode  – Specifies how the same objects to be considered. You can choose from  By Render ID ,  By Object ID ,  By User Attributed , and  Default . Same Object Attribute  – Specifies the user attribute name when  By User Attribute  mode is selected. Ignore Self Occlusion  – When enabled, objects are not able to occlude themselves. Subdivs As Samples  – When enabled, the Subdivs become independent of the image sampler quality Affect Reflection Elements  – When enabled, the ambient reflection affects the reflection render elements. This can be used to create reflection mask. Subdivs  – Controls the number of samples that V-Ray takes to calculate the dirt effect. Lower values render faster but produce noisier results. Bias X/Y/Z  – Bias the normals to the (X, Y, Z) axes, so that the dirt effect is forced to those directions. Consider that these parameters can also take negative values for inverting the direction of the effect. Example: Radius This parameter determines the amount of area (in units) where the V-Ray Dirt effect is produced. The  Dirt color  has been tinted red to clarify the effect. The scene used for these examples is a small paper 1/100th scale-model of the architecture. Simple V-Ray Material - no Dirt effect Radius:  1 cm Radius:  4 cm Example: Distribution   The  Distribution  parameter forces the rays to gather closer. The effect is that the dirt area is being narrowed closer to the contact edges. Rays distribution (X,Y,Z) axis  Equal angle between rays distribution  Distribution parameter = 0.0 Rays distribution (X,Y,Z) axis  Different angle between rays distribution  Distribution parameter > 0.0 Distribution:  1.0 Distribution:  3.0 Distribution:  10.0 Example: Falloff Falloff:  0.0 Falloff:  3.0 Falloff:  5.0 Example: Ignore in GI Calculation This parameter determines whether the dirt effect is visible during the  GI calculation . disabled enabled Example: Consider Same Object Only This example shows the effect of the  Consider Same Object Only  parameter. disabled enabled Example: Ignore Bump When enabled, this option excludes bump effects from the V-Ray Dirt computations. disabled enabled Example: Thin Mode Enhances the look of thin surfaces by casting less dirt on them. Available only for  Inner Occlusion  mode. disabled enabled Example: Streaks Blur For this example,  Streaks   Blur  is enabled and higher values increase the blur effect. Blur  = 0 Blur  = 0.5 Blur  = 1 Example: Streaks Density For this example,  Density  controls the density of the streaks. Density  = 0.3 Density  = 0.5 Density  = 1 Example: Streaks Size The  Ambient Streaks  parameter is enabled and the  Mode  is set to  Ambient   Оcclusion . The  Streaks Size  controls the thickness of all streaks: Streaks Size  = 1 Streaks Size  = 2 Streaks Size  = 5 Notes Some V-Ray Dirt parameters are not supported with V-Ray GPU.