Joakim Tornhill (Blender Insight) writes:
Hi,
Then I have made a new tutorial on how you use the Blender 2.8 "Bevel" & "Ambient Occlusion" Nodes to created Edges, dust and rust.
Even easier than using the "Pointiness" node and with better result,
Enjoy :)!
6 Comments
Great information, but maybe you could deactivate the wireframe overlay when working with materials. Would be much easier to see what you're doing ;)
Thanks :). Good suggestion. Since it was just an "already made" model by Saul Cruzz I did not think about it, but of course... you are right :).
This is a great technique, but I wish it was possible to separate concave and convex. Convex edges would show wear, while concave parts would gather dirt. Still a good techinique though.
Thanks :) I have answered that question in one of the comments below the video. To separate concave and convex it's still "Pointiness" that makes it. Pointiness works with both negative and positive degrees, so you can use it to distinct if it's a "low", "high" or angle that goes in the opposite direction. The disadvantage is of course that it demands a rather high poly to work.
And in addition, there is currently a bug where especially dense geometry must be scaled up in the world with scale applied, or you'll get contrasting streaks or dots of render artifacts across the surface of your curvature, thickness or ambient occlusion bake.
Here's a popular google search term for this, because this issue is badly documented, and I want less people to be confused and angry about this like I was:
-white streaks of god damn jizz across my character's when I bake ambient occlusion, curvature or thickness
Kind regards,
-S
Thank you thank you thank you