Subject: P6 tip - DirtyNuts style dirt shaders using Ambient Occlusion
Ajax opened this issue on Mar 23, 2005 ยท 67 posts
Ajax posted Wed, 23 March 2005 at 11:01 PM
Here's one more pic. This one shows how it looks when you apply these principles to more realistic shaders. The same four noise types are being used in this render, though with some parameter tweeks to make the dirt just a touch less strong.