View Full Version : dirty edges

wibly wobly
07-27-2011, 02:57 PM
So, I forget how this is done. I haven't seen it in a while and can't remember how to do it. Because of that I can't search for it! Basically, it's a node shading tree where you progressively add dirt to a surface as it gets closer to 90 degrees. So if you have a lot of bends in a model you're adding dirty blotches to where the faces bend. I don't know if I'm explaining this all that well. Does anyone remember what I'm talking about?

07-27-2011, 03:01 PM
Grit node - here http://katastro.fi/~eetu/gritnode/

wibly wobly
07-27-2011, 03:52 PM
sweet thanks. that's the one I was looking for.

07-27-2011, 08:52 PM
No problem. Its not the greatest. It doesn't do small parts very well. I usually end up using weight maps to get that effect.

wibly wobly
07-28-2011, 04:50 AM
Nah, it's cool. It's exactly what I was looking for. I didn't want to go back in playing with my UVs (which weren't all that good to begin with) or do the weight map thing. This is much easier to do what I want. Yes, I was being lazy. I can admit that.

07-28-2011, 11:28 AM
You might want to read through this thread. We were testing a ton of settings on the grid node. Might be useful. :)


wibly wobly
07-28-2011, 04:53 PM
Cool, I'll check that out. I remember seeing it when it first came around but, I wasn't doing anything texture related at the time so didn't grab it. I'm pretty sure I have it working the way I want it, which is pretty minimal. It's for a cell shaded space ship / truck. So I want to keep the texturing pretty light or it won't fit in with the rest of the short.