I am trying to build a node material that will apply corrosion to metallic objects (partially) based on an ambient occlusion map. I got it to a stage where I wanted to use cycles to bake it to several maps, only to find that in the viewport (and in renders) cycles completely kills the material I made.
Left has the Viewport Shading set to Material and on the right it’s set to Rendered UFO 00.blend (1.51 MB)
I don’t understand why the results look so very different. Can anybody help me out?
By the way, any tips on improving the procedural material are welcome. This is a test for a much larger, more complex scene, so I want to create a material that gives decent results “out of the box”. Handpainting stencils and maps is what I am trying to get away from at this point. I have somewhat exhausted the options I can see as helpful in the Shader Nodes, so now I will try to first use a Compositing Nodes to generate a better rust stencil from the AO map.