That is absolutely amazing, so you would be able to replace baking curvature maps and be able to use it along with randomized edge breakup (using noise or whatever) to give a really nice procedural edgewear right in engine?
Thanks, i mostly are wondering, how exactly, with what nodes / textures / colors would be right to use output (R, G) of that mask. Can be there a generic screenshot of generic material, using Your function? Thank You.
Hello @BrunoWerneck Right click on your texture node->convert to texture object. You can also place a "texture object parameter" node if you want to change it in a material instance, and assign the texture to it after placing the node.
Hi Obscura, that look amazing! Any updated ETA for the download? Am I understanding right that the limitation to this technique is that it really only works for thin wear on meshes with thick chamfering? I.e. you can't really do big chunks of paint chipped off from the corner of a building (unless that corner was very…