Both of these options are unfortunately not sufficient, as they rely on a model topology. Even if it somehow worked, it’s still missing options such as inverting ray casting normals to create edge wearing effects.Ģ, There’s a curvature map and option to convert curvature to vertex channel. Unfortunately, in Blender, I am unable to achieve that.ġ, As I already said, there’s only AO material in Cycles, not a map, and AO radius of this material is driven globally, not per material. It’s all just box mapping projection with AO maps driving the distribution of dirt and wear & tear effects.
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