You can use a 'mask builder' under Mesh Adaptive, to get the exact specs you want out of the masks(edge wear, crevis dirt build up). And it works similar to dDo in that sense(Dynamask), and you can mask in your red rust, or chunky dirt.
And an added trick is, you do is, say you are just focused on making the best Dirt effect ever, and want to use it in every future substance. You can create a 'Dirt' substance, do all your fun dirt parameters and what not, then place in 'colour input' nodes and 'greyscale input' nodes. And these will be placeholders for your future texture map input information (Diffuse, normal, metal. As well as curvature, Position, World Space Normals).
Save it out, then add it to your library, and you can now drag it into any new substance, and it will act much like the other Mesh Adaptive substances like 'Leather Wearing, or 'Rock Weathering'.
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And an added trick is, you do is, say you are just focused on making the best Dirt effect ever, and want to use it in every future substance. You can create a 'Dirt' substance, do all your fun dirt parameters and what not, then place in 'colour input' nodes and 'greyscale input' nodes. And these will be placeholders for your future texture map input information (Diffuse, normal, metal. As well as curvature, Position, World Space Normals).
Save it out, then add it to your library, and you can now drag it into any new substance, and it will act much like the other Mesh Adaptive substances like 'Leather Wearing, or 'Rock Weathering'.
The possibilities are really endless.