Creating a Procedural Worn Edges Material Mask

Hi :slight_smile:

I’ve started a thread over on Blender Stack Exchange* to try and get some help on this issue, so I won’t go into too much detail again here.

I’m trying to work out a way to create a procedural weathering mask that can expand/contract across the edges of a mesh, such as this… https://cgcookiemarkets.com/app/uploads/edd/2016/05/animated_wear.gif

I’ve tried experimentations with the ‘Pointiness’ attribute on the Geometry node as well as the B’Wide Node Pack’s ‘FakeAO’, but so far no dice :no:

This is as close as I’ve managed to get to the effect so far…

Anyone have any ideas, I feel like the solution is so obvious but I’m just not seeing it :spin:

Thanks in advance!

*BSE Thread: http://blender.stackexchange.com/questions/55991/blurring-feathering-a-procedural-pointiness-mask

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It looks to me like you’re getting the effect working, just not as strongly as you’d want. You might try putting the Pointiness output through a brightness/contrast node instead of the colorramp/subtract combo. In my experience any modifications you make to pointiness have to be tweaked very precisely for a particular geometry so it will never be a plug-and-play shader.