The following definition of AO is oversimplified for purposes of my question.
Ambient occlusion finds crevices and creates dark areas.
Is there a method for finding peaks, so to speak, and depositing dark areas?
The reason I’m asking is this: It’s a very common technique to lighten edge areas on metal object textures to achieve a quick worn look. By applying a “Reverse AO Map” in negative (white areas instead of dark), using multiply blending, I believe this could be faked quickly. A quick trip to Photoshop to make the edge highlights imperfect would complete the illusion.Or perhaps noise could be specified in Blender itself.
I’m essentially asking for a highlight baking system - Low areas darkened by AO, high areas lightened.
Thoughts?