Now that we have an Ambient Occlusion node it's possible to create shaders that automatically fill nooks and crannies with dirt. The image above shows four basic AO based dirt shaders. I've rendered without shadows so you can see exactly what the shaders look like without any lighting effects. In the next few posts, I'll show you how the shaders are built. Essentially, AO is used to tell the shader which bits of the model should have dirt on them.
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