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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pitibonom
(pitibonom)
3
Awesome tech !!!
I give this a try right away !
And no idea why this topic got so few posts
happy blending !
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pitibonom
(pitibonom)
4
I added your nodes setup to my dirt textures bake
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
Thanks a lot for this great piece of realism enhancement
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