Hello. I have been using SD for a long time so this isnt a begineer question, for this example I've used a blender square to explain my question. If you look at the image you will see what Im looking for, ideally a node, which will apply dirt, lower to the ground= more dirt, higher from the ground=less dirt. I assume some…
If you feed the position and world space normal maps into rgb split nodes you can extract masks for whichever direction you want and then muck around with them
Hey Clark Coots, I tried what you said, I had to add a top to bottom node, to blank out some of the tallest parts of the geometry, but its not quite right, i will keep at it, thanks for your advice.
Give this a try, I've used it for Rock models to apply dirt at the bottom. Blend node at end is "Subtract". Histogram Scan is optional for more control over gradient. Cloud 2 plus other noises can be whatever you want to break up the linear gradient.
The red channel is X, green Y and blue Z In the position maps they'll be simple gradients, the wsn map is what direction each pixel is facing in. You can work out what they do by simply viewing each channel separately on your model.