View Full Version : Quick Dirt
frwanque
09-17-2010, 05:55 AM
Hey guys,
I've often seen in some video tutorials like the How to do a SC2 Dark Templar a tool in max named QUICK DIRT. unfortunatly I never found it eaven on the internet. Mabe its an inhouse Plugin made by blizzard wich is impossible to get. Or if u do please someone send me a link or tell me where i can find it, I realy would like to give it a taste.
Eric Chadwick
09-17-2010, 06:31 AM
Developed by Cuneyt Ozdas, sold by Digimation for the way-overpriced $249 (and no longer supported!)
http://www.cuneytozdas.com/software/3dsmax/#QuickDirt (http://www.cuneytozdas.com/software/3dsmax/#QuickDirtThis)
This method is free.
http://wiki.polycount.com/AmbientOcclusionVertexColor
More here.
http://wiki.polycount.com/AmbientOcclusionMap
frwanque
09-17-2010, 07:41 AM
ohww tanks i think i was talking about the 1st one so too bad ehe
i wont use it :P
Paradox113
03-02-2011, 12:43 PM
Script on scriptspot does the same thing as Quickdirt. It's called Pits & Peaks.
http://www.scriptspot.com/3ds-max/scripts/pits-peaks
Mark Dygert
03-03-2011, 02:27 AM
Also check out the surface map rendering included in 3dsmax its under Rendering > Render Surface Map. They where part of polyboost (now called Graphite modeling tools) and where included in 2010.
http://dl.dropbox.com/u/2336353/3dsmax_RenderSurfaceMap.jpg
renderhjs
03-03-2011, 05:02 AM
I always wanted to get my hands on quickdirt in the past because it just looks awesome. A good alternative seems to be the dirt shader in vRay called VRayDirt:
http://www.spot3d.com/vray/help/200R1/examples_vraydirt.htm
VRayDirt is a procedural texture that allows the blending of any two colors or textures based on surface occlusion. It has many uses, from simulating worn and weathered look of materials, to a quick-and-dirty replacement for global illumination when speed is a priority over physical correctness.
http://vray.us/vray_documentation/media/VRayDirtMap.png
there are some other nice techniques that involve either vertex color (like mentioned before AO vertex color bake) and blend it in a material with some noise or texture. TexTools (http://renderhjs.net/textools/)has a map called worn edges that uses that technique- it bakes a AO vertex color into a mesh and then renders a color to UV using RTT with a gradient ramp material. The result are AO alike gradients with more natural ramps (e.g non linear).
imperator_dk
03-08-2011, 02:59 AM
This cuda accelerated tool by Yang Zhang does a near instant single click Ambient Occlusion bake to vertex color (or vertex alpha).
http://www.zhangy.com/main/blog/id/22
Video: http://www.zhangy.com/ftp/gpu/gpuao1.mov
MightyPea
03-08-2011, 04:01 PM
This might be interesting too:
http://www.scriptspot.com/3ds-max/scripts/edgefinder
posted to Scriptspot recently, I haven't been able to try it yet but it looks promising!
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