I came across a problem with using pointiness in shader setups and with using dirt maps in vertex color.
Let’s take a simple element like this:
Solid looks good.
Same for carpaint
But using pointiness node (Cycles) inside a shader gives:
Vertex color dirt mask also have artifacts, but different kind. Second screencap is with cranked contrast.
Is this by design and/or should this work that way? Or maybe this should be considered a bug?
How to properly do modeling when you want to use pointiness or dirt masks down in the pipeline?