Procedural streaks / leaks in Cycles

Here’s a quick tip: Use the ambient occlusion node in a “magic” way to generate procedural leaks / streaks, for large built objects.

You can experiment with different textures for different looks. Works well, but is a bit slow due to the AO node. Does not work in Eevee.

(I also posted this on twitter)

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Brilliant.

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Awesome tech !!!
I give this a try right away ! :smiley:

And no idea why this topic got so few posts :confused:

happy blending !

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I added your nodes setup to my dirt textures bake :smiley:

It is really amazing !

I did do some tryouts but didn’t manage to handle sharp-edges on a soft shaded object :-/
However the result is really amazing !
In blender:

And in unity3D:

I wish that one day, leaks on surface in blender are as realistic and straightforward as fluids :wink:

Thanks a lot for this great piece of realism enhancement :slight_smile:

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