Procedural dirt and grime/scuff marks

In the real world there are imperfections on nearly every surface, and as anyone who's ever cleaned their home knows, dirt tends to build up in corners and crevices. Furniture, door frames and edges et c eventually get scuff marks et c et c. I know that there are ways to do this automatically in blender, that the texture "senses" when it's close to an edge and changes accordingly. Is there any way to do something similar in DAZ 3D.

And to be clear – I'm not talking about ambient occlusion here.

You can of course achieve similar effects with decals and in postwork, but what I'm looking for a more efficient work flow.

Comments

  • You can use AO as a mask to control other things, though you would need to bake it to a map (using Shader Baker in DS or in another application) first.

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