This third shader is the one used on the left hand wall. It's a little more complicated than the others. This time we use use an fBm node for the dirt noise. I've set it to use the new Improved noise type because that gives more attractive noise. However, this introduces a problem because the new noise type never gives complete blackness, even when the bias is set to zero. To compensate for that, I'm running the inverted AO output through a math step function that will tell the shader where there should be no AO shading and then multiplying that with the fBm output to make sure that no noise appears in areas that should be dirt free. Without this step, all areas would have at least a little dirt.
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