--- title: "Dirt" url: "https://help.maxon.net/c4d/en-us/Content/html/XBRICK-BRICK_GROUP_DIRT.html" section_path: "Material Manager > Classic Materials > Classic material > Channel Shaders > Brick > Dirt" element_id: "XBRICK" group_id: "BRICK_GROUP_DIRT" description: "Enabling this option lets you lay a layer of dirt over the bricks." --- ## Dirt ### Enable Parameter ID: `BRICK_DIRT_ENABLE` Enabling this option lets you lay a layer of dirt over the bricks. ### Brick Parameter ID: `BRICK_DIRT_ENABLE_BRICK` ### Gap Parameter ID: `BRICK_DIRT_ENABLE_GAP` Here you can define if dirt should be applied to bricks and / or mortar, respectively. ### Opacity Parameter ID: `BRICK_DIRT_OPACITY` · Range: [0..100%] Defines the degree of dirtiness. 0% results in no dirt being visible, 100% produces maximum visibility. ### Gap Blending Parameter ID: `BRICK_DIRT_GAP_BLEND` · Range: [-100..100%] ### Brick Blending Parameter ID: `BRICK_DIRT_BRICK_BLEND` · Range: [-100..100%] These values define how the dirt colors will be blended with the brick or mortar color: - 0%: colors will simply be blended - Positive values up to 100%: a negative multiply blend mode will be used; produces brighter, dustier dirt. - Negative values up to -100%: a dodge-and-burn blend mode will be used; produces darker, more oily dirt. ### Color Parameter ID: `BRICK_DIRT_COL` A dirt color will be created using this gradient. ### Color Scale Parameter ID: `BRICK_DIRT_COL_SCALE` · Range: [-∞..+∞%] Defines the size of the internal Noise that in turn controls the color extraction from the gradient. ### Shift Parameter ID: `BRICK_DIRT_ALPHA_SHIFT` · Range: [XYZ %] Shifts the dirt in X and Y directions. **Z** varies the Noise and therewith the dispersion of dirt. ### Opacity Scale Parameter ID: `BRICK_DIRT_ALPHA_SCALE` · Range: [-∞..+∞%] Defines the scale of the internal Noise that defines how fine the dirt is. Smaller values result in a more homogenous dispersion of dirt and larger values will produce more variation. ### Octaves Parameter ID: `BRICK_DIRT_ALPHA_OCT` · Range: [0.00..10.00] Defines the "muteness" or turbulence of the noise. ### Texture Parameter ID: `BRICK_DIRTTEX_LINK` ![Image: 031412.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031412.jpg)\ Dirt textures can produce a more realistic look. Load a texture here that will be used instead of Noise. An alpha channel will be calculated internally from this texture (in consideration of both **Alpha** parameters) and combined with the texture. If you load a cement texture here you can achieve a very nice realistic dirt effect on the brick wall. ### Color Texture Parameter ID: `BRICK_DIRTTEX_COLOR_LINK` ![Image: 031413.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031413.jpg)\ The Color Texture is well-suited for creating billboards or graffiti. Here you can load an additional texture that appears at the location defined by the **Texture** setting's alpha channel. This can be very useful for creating very weathered or washed out posters stuck on walls or graffiti. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Texture Details ### Shift Parameter ID: `BRICK_DIRTTEX_SHIFT` · Range: [XYZ %] Use this setting to move the Texture/Color Texture in X, Y or Z directions (the latter only for 3D shaders). ### Scale Parameter ID: `BRICK_DIRTTEX_SCALE` · Range: [-∞..+∞%] Use this setting to enlarge/reduce the size of your Texture/Color Texture. Values of less than 100% will result in tiling. ### Flip Parameter ID: `BRICK_DIRTTEX_FLIP` If enabled, the texture will be rotated clockwise 90°. ### Multiply with Gradient Parameter ID: `BRICK_DIRTTEX_MULTIPLYCOLOR` As the name says, the Texture/Color Texture will be multiplied with the Gradient Color. ### Alpha Invert Parameter ID: `BRICK_DIRTTEX_ALPHA_INVERT` Inverts the alpha channel (created from the **Texture**). Visible regions will be made transparent and vice-versa. ### Alpha Contrast Parameter ID: `BRICK_DIRTTEX_ALPHA_CONTRAST` · Range: [0..+∞%] Changes the contrast of the loaded **Texture**, which results in softer or harder transitions in border regions between dirt textures and bricks. ### Alpha Bias Parameter ID: `BRICK_DIRTTEX_ALPHA_BIAS` · Range: [-∞..+∞%] This value defines the degree of expansion of the alpha channel (created from the **Texture**). You can quasi let the dirt expand – let it spread across the surface. ### Rain Parameter ID: `BRICK_DIRTTEX_RAIN` · Range: [0..5000%] ### Samples Parameter ID: `BRICK_DIRTTEX_RAIN_SAMPLES` · Range: [6..2147483647] ![Image: 031414.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031414.jpg)\ Left without, right with Rain. The Rain effect lets you, well, rain on your wall (in the V direction for 2D textures; in the Y direction for 3D shaders). This looks best when applied in conjunction **Texture** at a high contrast setting. ![Image: 031415.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/031415.jpg)\ The dirt texture at left is modified using various **Rain** and **Samples** values. A **Rain** value of 0% will result in a dry day. Higher values will wet the wall correspondingly, i.e., it will be blurred vertically and will bleach. **Samples** on the other hand will render softer the higher the values defined. Lesser **Sample** values can also produce nice results. The wall will not necessarily look washed out wall but it will look like the dirt has been spread more across the surface – but still sharp and structured. ### Blur Color Texture Parameter ID: `BRICK_DIRTTEX_RAIN_DOCOLOR` If a texture is loaded into **Color Texture** that appears at the location defined by **Texture**, the color texture itself can also be washed out (not only its edges).